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	<updated>2026-04-06T21:50:18Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard_shock_lance&amp;diff=168046</id>
		<title>Shard shock lance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard_shock_lance&amp;diff=168046"/>
		<updated>2025-08-20T18:31:19Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Analysis */ Culling some misinformation - Shamblers are psy-deaf and shard lances cannot be used on them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Recode|reason=Depending on how closely this duplicates the effects of the Core shock lance, it might be best to transclude a section of that page or templatize}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
|name = Shard shock lance&lt;br /&gt;
|image = Shard shock lance.png&lt;br /&gt;
|description = A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping them into a state of psychic shock. There is a risk of brain damage.&lt;br /&gt;
This shock lance was crafted from a broken shard of dark archotechnology. It has a shorter range than its non-shard based counterpart and it requires line of sight.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| hp = 60&lt;br /&gt;
| marketvalue = 510&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| mass base = 0.7&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| production facility 1 = Bioferrite_shaper&lt;br /&gt;
| research = Insanity weaponry&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 60&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = false&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| range = 16.9&lt;br /&gt;
| warmup = 2.4&lt;br /&gt;
| equipdelay = 1&lt;br /&gt;
| defName = Apparel_ShardPsychicShockLance&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tags = &lt;br /&gt;
| tradeTags = UtilitySpecial&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
The '''shard shock lance''' is a two-use [[artifact]] that can be equipped by pawns in the [[Utility]] slot and manually activated to inflict [[psychic shock]] on a target, rendering them unconscious.&lt;br /&gt;
&lt;br /&gt;
The shard shock lance behaves almost identically to the [[psychic shock lance]], just with a shorter range. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&amp;lt;!-- In testing I could not get this item to spawn from traders, raiders or quests. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Another potential option is to use this along with the [[provoke pit gate]] psychic ritual to obtain a reliable source of [[bulbfreak]]s for containment, offering a massive bioferrite yeild of 7/day each at the cost of requiring 75 containment strength and being extremely fragile, meaning they could easily be killed on accident if not careful, especially during an entity escape. This can be done by searching for roaming bulbfreaks inside the pit gate, or attempting to stun the bulbfreak that spawns from the dreadmeld on death. This is on top of the [[dreadmeld]] dropping three shards upon death than can be used for even more Shard shock lances or any other uses, along with whatever other treasure and minerals can be obtained from within the pit gate. It is worth noting that this may potentially require both charges per bulbfreak depending how far away the bulbfreak is from the exit to the pit gate and the distance between the pit gate entrance and the containment area. This, however, can be partially mitigated by baiting the bulbfreak closer to the exit before shocking it. {{Check Tag|Verify|This whole note here needs verified, I've done it a few times and figured I'd add it to help fill out the page a little bit. But it's possible a mod I use indirectly changes how this works, and I may also not have the formatting quite right on this}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Incinerator&amp;diff=163294</id>
		<title>Incinerator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Incinerator&amp;diff=163294"/>
		<updated>2025-07-11T06:20:58Z</updated>

		<summary type="html">&lt;p&gt;Bork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Incinerator&lt;br /&gt;
| image = Incinerator.png&lt;br /&gt;
| description = A heavy weapon that can spray a stream of flame into an area. It can shoot in an arc over allies without harming them. The flame burns off rapidly, so it will only ignite the most flammable targets.&amp;lt;br/&amp;gt;While the main flamethrower can be used without limit, the weapon also comes equipped with a bioferrite-powered mega-burner unit which generates a massive blast of flame from a pressurized bioferrite charge. The mega-burner unit must be refueled after each use.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class =&lt;br /&gt;
| damage = 10&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| damage type = Flame&lt;br /&gt;
| range = 15.9&lt;br /&gt;
| minrange = 5.9&lt;br /&gt;
| burst = 20&lt;br /&gt;
| burstTicks = 2&lt;br /&gt;
| mode = Beam&lt;br /&gt;
| warmup = 30&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Bioferrite&lt;br /&gt;
| resource 3 amount = 30&lt;br /&gt;
| marketvalue = 530&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| research = Bioferrite weaponry&lt;br /&gt;
| work to make = 48000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| set property = true&lt;br /&gt;
| weaponTags = Gun, Flamethrower&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| has quality = false&lt;br /&gt;
}}&lt;br /&gt;
The '''incinerator''' is a flamethrower-like ranged [[weapon]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Incinerators can also be obtained from [[Raider#Heavy mercenary|heavy mercenaries]] or purchased from [[Outlander]] [[Trade#Combat_supplier|combat suppliers]] and [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Unique shooting mechanics, also burner details. penetrates [[skipshield]], does it ignore low shield packs and shield belts in enemies? considerstions need to be added to analysis as well. Also verify current info.}}&lt;br /&gt;
{{Image wanted|section=1|reason=AoE see hellcat rifle for example}}&lt;br /&gt;
[[File:Burner.png|thumb|left|Incinerator burner gizmo icon]]&lt;br /&gt;
&lt;br /&gt;
Incinerators deal [[Damage types#Heat|heat]]{{Check Tag|Verify}} damage and set flammable objects ablaze in an approximately 8-tile wide, 1-tile long arc. &lt;br /&gt;
&lt;br /&gt;
The incinerator contains an integrated burner called &amp;quot;Incinerator Burner&amp;quot; which gives the user the ability to fire a gout of flame at will before requiring a reload.&lt;br /&gt;
&lt;br /&gt;
The burner fires in a 11 range cone, thin close to the pawn and expanding to 5 tiles wide at a 11 tiles when fired in a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
This ability does 16 damage worth of burns which can be distributed amongst various bodyparts.&lt;br /&gt;
&lt;br /&gt;
The Incinerator Burner ability can be fired once before the unit must be reloaded with {{Icon Small|bioferrite||10}} [[bioferrite]]. The reloading process takes {{Ticks|60}}.{{Check Tag|Verify}} The pawn will never automatically use the burner - instead it must be manually activated by the player by use of the &amp;quot;??&amp;quot;{{Check Tag|Gizmo Name?}} gizmo, similar to using [[Utility]] items. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check Needed|Can NPCs use Unit under any circumstances?}} This gizmo will only appear when the pawn is [[draft]]ed.&lt;br /&gt;
&lt;br /&gt;
Shooting skill does not affect incinerator effectiveness.&lt;br /&gt;
&lt;br /&gt;
Incinerators are unique in that they can be fired while wearing a [[shield belt]]. This  applies to both fire modes. This has been confirmed as intended.&lt;br /&gt;
&lt;br /&gt;
{{Pyromaniac Weapon Note}} Oddly, Pyromaniacs do not count use of the Incinerator Burner ability as the use of a flame weapon - only the attack counts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to the [[incendiary launcher]], incinerators have a faster fire rate and larger AOE at the cost of shorter range and a 6 tile minimum firing distance. They also don't produce [[filth#Chemfuel puddle|chemfuel puddle]]s, leading to a &amp;quot;cleaner&amp;quot; fire that only burn flammable pawns, items and buildings in the area.&lt;br /&gt;
&lt;br /&gt;
Consider giving them to colonists with poor [[shooting accuracy]], since their effectiveness is largely unaffected by skill. &lt;br /&gt;
&lt;br /&gt;
Incinerators are useful to the point of being almost mandatory against [[fleshbeast]] events, they cause [[devourer]]s to eject swallowed colonists, they can also be useful against [[infestation]]s and ordinary human [[raids]].  Also, it's highly recommended to toggle autofire off on incinerators in order to avoid friendly fire. Like most other fire based weapons, they are ineffective against [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
Like other sources of [[fire#As a tool or weapon|fire]], they can be useful for defoliation, or disposing of unwanted flammable items with less work than a [[crematorium]], such as completely [[corpse#Rotten corpses|desiccated corpses]].&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Incinerators no longer have qualities.&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]][[Category:Flame Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalblood_heart&amp;diff=161905</id>
		<title>Metalblood heart</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalblood_heart&amp;diff=161905"/>
		<updated>2025-05-09T07:53:06Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Summary */ Confirming that enemy ghouls will use metalblood hearts when engaged in melee.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Metalblood heart&lt;br /&gt;
| image = Health_item_ghoul.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = A special bioferrite prosthetic that can pump a small amount of metalblood into a ghoul's bloodstream, making it more resistant to damage for a short period of time. Metalblood also makes the ghoul more vulnerable to fire. The prosthetic causes widespread swelling, slowing the ghoul down.&amp;lt;br&amp;gt;Due to the extremely painful nature of the prosthetic, only ghouls can tolerate this enhancement.&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Ghoul enhancements&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| work to make = 13200&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| hp = &lt;br /&gt;
| tradeTags = &lt;br /&gt;
| techHediffsTags = Ghoul&lt;br /&gt;
| thingCategories = BodyPartsGhoul&lt;br /&gt;
}}&lt;br /&gt;
A '''metalblood heart''' is an [[artificial body part]] added by the [[Anomaly DLC]] that acts as a replacement for a [[ghoul]]'s heart. It gives a ghoul the ability to become more resistant to damage for a short period of time at the cost of [[move speed]] and a vulnerability to fire damage.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
It can sometimes spawn on hostile [[ghoul]]s,{{Check Tag|Starter colonist?|Can they spawn on ghoul starter colonists?}} however they cannot be harvested from them.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
[[File:Metalblood injection gizmo.png|thumb|left|Metalblood injection gizmo]]&lt;br /&gt;
&lt;br /&gt;
{{Quote|Use the metalblood heart to release metalblood serum into the bloodstream, reducing incoming damage for a short period of time.|Metalblood injection description}}&lt;br /&gt;
&lt;br /&gt;
The metalblood heart is a [[ghoul]] exclusive body part. It has a part efficiency of 100%. This fully replaces the functionality of a normal heart but provides no statistical enhancement - when coupled with the heart body part having a [[Blood Pumping]] importance of 100%, it results in a directly proportional increase in blood pumping when replacing a heart with impaired efficiency. Blood pumping, in turn, affects [[Moving]]. Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. For further details, see those pages.&lt;br /&gt;
&lt;br /&gt;
Pawns with the heart installed have access to the &amp;quot;Metalblood injection&amp;quot; ability while [[draft]]ed. The injection must be manually initiated by the player through use of a gizmo available while the ghoul is drafted and selected. Colonist ghouls will never independently use the injection. NPC ghouls will use the ability when engaged in combat.&lt;br /&gt;
&lt;br /&gt;
The injection lasts for {{Ticks|2400}} and provides the same &amp;quot;Metalblood&amp;quot; effect as [[metalblood serum]], namely:&lt;br /&gt;
* {{Good|x50%}} [[Incoming Damage Multiplier]], stacking multiplicatively with our sources such as the [[Tough]] trait.&lt;br /&gt;
* {{Bad|x400%}} [[Flame]] damage&lt;br /&gt;
* {{Bad|x400%}} [[Burn]] damage&lt;br /&gt;
The injection has a cooldown of {{Ticks/gametime|15000}}. Note that it does not stack with other sources of the metalblood hediff. {{Check Tag|Detail needed|How does it not stack - just has no effect if its already present, do the effects not stack but do the durations? does the longer duration take precedent or just the most recent etc}}&lt;br /&gt;
&lt;br /&gt;
The metalblood heart inflicts a {{--|0.20 {{CS}}}} penalty to [[move speed]] - this applies at all times, not just while the metalblood injection ability is active.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Artificial hearts are also immune to [[heart attack]]s and [[artery blockage]]s, preventing future cases and curing existing ones.&lt;br /&gt;
&lt;br /&gt;
By installing an artificial heart, the pawn's natural [[heart]], if perfectly healthy, is harvested without a penalty. This organic heart can then be sold or stored for later use.{{Check Tag|Verify|Verify for ghoul hearts}}&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
{{Stub|section=1|reason=Stats for removal}}&lt;br /&gt;
The metalblood heart can only be installed in [[ghoul]]s. Note that despite the description noting [[pain]] as the reason it cannot be installed in other pawns, methods of pain nullification such as [[painstopper]]s do not allow the hearts installation into other pawns.&lt;br /&gt;
&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, and a [[Skills#Medical|Medical skill]] of 4. Unlike most operations, this operation cannot fail and the pawn is not [[Anesthetic|anesthetised]]. Like other ghoul body parts, the replaced basic ghoul heart is lost.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires ? of work, 1x [[herbal medicine]] or better, and has no [[Skills#Medical|Medical skill]] requirements. This operation can fail. But if successful, it will kill the ghoul.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Before [[metalblood serum]] is available, the metalblood heart is better than the [[adrenal heart]], if you don't need the move speed bonus.&lt;br /&gt;
&lt;br /&gt;
When [[metalblood serum]] is available, another heart upgrade should be used instead, because the effect of the metalblood heart doesn't stack with that of the serum. This makes the metalblood heart only necessary if you still don't have a steady supply of [[bioferrite]] or [[twisted meat]] to make the [[metalblood serum]].&lt;br /&gt;
&lt;br /&gt;
The alternative method to get metalblood, a dose of metalblood serum costs {{Icon small|Bioferrite||20}} [[bioferrite]], {{Icon small|Twisted meat||10}} [[twisted meat]], and lasts 5 days, for an average of {{Icon small|Bioferrite||4}} bioferrite and {{Icon small|Twisted meat||2}} twisted meat per day. This can be improved by only taking the serum right before combat.&lt;br /&gt;
{{Template:Heart Comparison Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apparel&amp;diff=160929</id>
		<title>Apparel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apparel&amp;diff=160929"/>
		<updated>2025-04-16T02:32:20Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Tainted apparel */ updated tainted penalties based on current numbers in-game, unsure when/if this changed or why it was incorrect .&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:apparel_preview.png|140px|right]]|40px}}'''Apparel''' is worn by your colonists to protect them from extreme temperatures or from [[Damage|damage]] in combat.&lt;br /&gt;
See a pawn's Gear tab to see what apparel they are wearing.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Clothing vs Armor ==&lt;br /&gt;
There are two main types of apparel, [[clothing]] and [[armor]]. Both clothing and armor use the same basic mechanics and the distinction is largely arbitrary beyond its use in sorting items. They can be mixed and matched, as far as [[Apparel layers]] allow.&lt;br /&gt;
&lt;br /&gt;
Clothing usually:&lt;br /&gt;
* is made from light materials (fabrics and leathers);&lt;br /&gt;
* offers good insulation from extreme temperatures;&lt;br /&gt;
* offers lower protection from damage (with the right materials, clothing can be a worthwhile &amp;quot;light&amp;quot; armor).&lt;br /&gt;
&lt;br /&gt;
Armor usually:&lt;br /&gt;
* is made from solid materials (metal);&lt;br /&gt;
* offers less insulation from extreme temperatures;&lt;br /&gt;
* offers good protection from damage;&lt;br /&gt;
* gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor).&lt;br /&gt;
[[File:Apparel examples.png|350px|thumb|center|Examples of different apparel, including both [[clothing]] and [[armor]]]]&amp;lt;!-- This image relates to this intro section; any larger and this image will block text until below TOC --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Layers and coverage ==&lt;br /&gt;
{{:Apparel layers}}&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a [[Melee]] strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark particle effect. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%.&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_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Sharp|Sharp]]&lt;br /&gt;
| Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause [[Bleeding]]. Even the lightest clothing material seems to offer some protection against sharp damage.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like fist and [[club]] attacks, rock falls, explosions, and strikes with ranged weapons at melee range. This protection is generally limited, and blunt weapons will generally have to deal with less armor than an equivalent tier sharp weapon.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against fire damage from natural fires and fire weapons such as [[molotov cocktail]]s, as well as [[lightning|lightning strikes]]. Heat damage seems to never have armor penetration. Not to be mistaken with Heat Insulation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
=== Calculation ===&lt;br /&gt;
Each pawn [[body part]] has its own '''armor rating''', which is affected by every '''layer''' of worn apparel covering that body part. &lt;br /&gt;
Incoming attack damage is first applied to the outermost layer of apparel at a body part and proceeds sequentially through all layers of apparel before finally damaging the pawn. Damage passes through a layer completely if no armor is found there. Note that some attacks can damage multiple body parts at once.&lt;br /&gt;
&lt;br /&gt;
So if a pawn wearing only a [[duster]], [[flak vest]], and [[tribalwear]] were struck in the torso, the final damage to the torso would be calculated thus:&lt;br /&gt;
# First, the armor effects of the outermost apparel layer (in this example, the duster) are applied to the total damage of the attack.&lt;br /&gt;
# If there is residual attack damage, then the effects of the next layer (the flak vest on the middle layer) are applied to the attack damage.&lt;br /&gt;
# If there is still residual damage, the armor of the next layer, the tribalwear, is applied.&lt;br /&gt;
# If no layers of apparel remain, any residual damage is applied to the skin of the body part.&lt;br /&gt;
&lt;br /&gt;
If this same pawn were hit in the arm, the only armor effects would come from their duster, as neither the vest nor tribalwear cover the arm. If they were struck in the head, then the damage would be directly applied to the head, as they aren't wearing anything that covers their head.&lt;br /&gt;
&lt;br /&gt;
Some items occupy multiple apparel layers, such as [[Marine armor]] which occupies both the middle and outer layer. In such cases, damage is only calculated against the item one time, leaving the other occupied layer(s) technically unarmored. A strike to the torso would be calculated against the marine armor only once, with residual damage passing to the next apparel item. Armor that occupies multiple layers typically has much higher armor values and armor penetration resistance, though, to more than make up for the loss of an apparel layer.&lt;br /&gt;
&lt;br /&gt;
''See the [[#Analysis|Analysis]] section below for details.''&lt;br /&gt;
&lt;br /&gt;
In-game, Armor rating is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the &amp;quot;effective armor rating&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
'''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating.&lt;br /&gt;
#The effective armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.&lt;br /&gt;
&lt;br /&gt;
==== Sharp damage ====&lt;br /&gt;
If the damage is Sharp and any layer halves the damage, then any remaining damage to the pawn will be changed to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite the common misconception, the armor effect of layers below will still be calculated against the ''sharp armor rating'' of those layers, '''not''' against the blunt armor rating. For example,  if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack converting, it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage.&lt;br /&gt;
&lt;br /&gt;
==== Flame damage ====&lt;br /&gt;
Heat armor works to prevent [[Damage Types#Flame|Flame]] damage from injuring the pawn using the same process as any other armor and damage type, but any Flame damage that actually deals damage to the pawn has a chance to set the pawn on [[fire]]. This ignition chance is the same regardless of the damage dealt to the pawn, so long as some damage is actually dealt. Thus if the Heat Armor does not outright negate the damage, it otherwise does nothing to prevent the pawn from being ignited. &lt;br /&gt;
&lt;br /&gt;
While [[Damage Types#Burn|Burn]] damage is otherwise identical to Flame damage, including its interaction with heat armor, it cannot ignite pawns.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The formula for the average residual damage for an ''effective'' armor value ''A'' is: max(100%-A, 0%) + (min(A, 100%) - A/2)/2&lt;br /&gt;
&lt;br /&gt;
Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage that has 0% AP; this currently works only on heat damage, as all other kinds of damage have armor penetration.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per item of apparel, from the item occupying the outermost layer in. Armor mitigation does stack multiplicatively, e.g. two pieces of armor layered on top of each other can each mitigate the damage by 50%, reducing it to 25% of the base damage. Each layer also has an independent chance to entirely negate the damage, using the above calculation steps.&lt;br /&gt;
&lt;br /&gt;
Armor Penetration is applied identically to each layer.  This means that, while multiple layers of armor each have more chances to mitigate the damage, layering apparel with low armor values may do little or nothing against projectiles with high armor penetration, while a single layer of high armor value may be able to mitigate it. For example a pawn with both a [[devilstrand]] [[Button-down shirt|shirt]] with sharp armor of 28% and a [[toughskin gland]] with sharp armor 35% would always receive full damage from a [[charge rifle]], as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
Because most damage in combat is sharp, unless you are planning to fight a specific threat with blunt or heat damage, it's better to focus on sharp armor alone. Counterintuitively, the most protection from sharp damage in the game is not provided by legendary [[cataphract armor]], but by legendary thrumbofur [[duster]] and [[flak vest]] under it. But the cataphract armor gives better protection for the limbs&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, takes damage from several factors. It takes 1 HP of damage for every 4 points of damage dealt to the wearer, provided the damage is applied to that layer and location. Thus, if an attack hits a pawn's torso and is stopped by apparel on the Outer layer, such as a [[Duster]], the duster will receive damage, but a torso-covering item on Middle layer, such as a [[Flak vest]] will receive no damage. If the duster were to halve the damage instead, then the flak vest would receive half of the durability damage, while the duster would receive full damage.&lt;br /&gt;
&lt;br /&gt;
The damage to the item is the same regardless of whether it deflects all the damage, half the damage, or no damage, just so long as the attack is calculated against that item.  The durability damage is calculated off of the raw damage as it reaches that layer, before that layer's mitigation is applied. Therefore, as [[quality]] does not affect an item's HP, high-quality armor lasts about as long as low-quality armor in combat, but will better protect lower layers from damage.&lt;br /&gt;
&lt;br /&gt;
Apparel also takes damage when the pawn wearing it is on fire.  Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel.&lt;br /&gt;
&lt;br /&gt;
All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day).  This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way. This damage is not modified by the [[Quality#General|deterioration rate factor]] applied by [[quality]] - worn clothing is damaged at the same average rate regardless of quality.&lt;br /&gt;
&lt;br /&gt;
Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage.&lt;br /&gt;
&lt;br /&gt;
=== Damaged apparel ===&lt;br /&gt;
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 24em&amp;quot;&lt;br /&gt;
! HP !! Thought !! Debuff&lt;br /&gt;
|-&lt;br /&gt;
| 20% - 50% || &amp;quot;Wearing worn-out apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
|-&lt;br /&gt;
| below 20% || &amp;quot;Wearing tattered apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Durability does not affect stats such as protection and insulation.&lt;br /&gt;
&lt;br /&gt;
== Insulation ==&lt;br /&gt;
[[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]]&lt;br /&gt;
Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures.  By default a naked human has a very narrow acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}, so you'll need to wear apparel to survive in the harsh environment of a rimworld.&lt;br /&gt;
&lt;br /&gt;
=== Insulation from a single piece of apparel ===&lt;br /&gt;
Apparel can offer &amp;quot;'''Insulation - Cold'''&amp;quot;, which protects from extremely cold temperatures, and &amp;quot;'''Insulation - Heat'''&amp;quot; which protects from extremely hot temperatures.&lt;br /&gt;
The amount of insulation a piece of apparel offers is equal to:&lt;br /&gt;
&lt;br /&gt;
  Insulation = Material insulation * Apparel insulation_factor * Quality multiplier&lt;br /&gt;
&lt;br /&gt;
* '''Material insulation''': the material used to create an article of apparel has a large impact on how much insulation a piece of apparel offers.  For example, [[muffalo wool]] offers {{Temperature|{{Q|Muffalo wool|Insulation - Cold Factor}}||delta}} of insulation from cold, while [[birdskin]] only offers {{Temperature|{{Q|Birdskin|Insulation - Cold Factor}}||delta}}. See [[textile]]s for a full comparison of clothing options.&lt;br /&gt;
* '''Apparel insulation factor''': each type of apparel has an insulation factor associated with it. For example, [[parka]]s have an insulation factor - cold of {{Q|Parka|Insulation Factor - Cold}}, so a normal muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}}}||delta}} of insulation from cold. See [[clothing]] for a full comparison.&lt;br /&gt;
* '''Quality multiplier''': the [[quality]] of an item influences its insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}*1.8}}||delta}} of insulation from cold. See [[quality]] for a full comparison.&lt;br /&gt;
&lt;br /&gt;
=== Total insulation for a pawn ===&lt;br /&gt;
[[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]]&lt;br /&gt;
The total insulation for a pawn is the sum of the insulation from each piece of apparel.  A pawn's minimum comfortable temperature is reduced by their total '''Insulation - Cold''', while their maximum comfortable temperature is increased by their '''Insulation - Heat'''.&lt;br /&gt;
&lt;br /&gt;
For example, consider a pawn wearing a legendary [[muffalo wool]] [[parka]] and a poor quality [[cloth]] [[button-down shirt]].  By default, humans have an acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:&lt;br /&gt;
&lt;br /&gt;
'''Computing insulation from clothing'''&lt;br /&gt;
  '''Parka cold insulation''' = muffalo wool cold insulation * parka cold insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Cold}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Parka heat insulation''' = muffalo wool heat insulation * parka heat insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Heat}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt cold insulation''' = cloth cold insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Cold}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt heat insulation''' = cloth heat insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Heat}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
'''Adding to base insulation'''&lt;br /&gt;
  '''Minimum acceptable temperature''' = default minimum acceptable temperature - parka cold insulation - shirt cold insulation&lt;br /&gt;
  = 16 - {{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}} - {{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 16 - ({{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8) - ({{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Maximum acceptable temperature''' = default maximum acceptable temperature + parka heat insulation + shirt heat insulation&lt;br /&gt;
  = 26 + {{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}} + {{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 26 + ({{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8) + ({{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
So the new comfortable range is: '''-89°C to 27.6°C'''&lt;br /&gt;
&lt;br /&gt;
== Flammability ==&lt;br /&gt;
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.&lt;br /&gt;
&lt;br /&gt;
It has no effect on the chance of a pawn to catch fire while wearing the item.&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nudity ==&lt;br /&gt;
In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered.  &lt;br /&gt;
Most colonists will receive a {{--|6}} mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing. Other colonists will receive a {{--|10}}{{Check Tag|Verify|Confirm this is accurate for both core and ideology}} social opinion modifier of the nude pawn, whether or not they are nudist.&lt;br /&gt;
&lt;br /&gt;
For Nudists the opposite is true - they receive a {{+|20}} mood bonus while naked and a {{--|3}} mood penalty while wearing any clothes other than [[sash]]es, [[heavy bandolier]]s, and headgear. They have no negative or positive social opinions about nudity.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology (DLC)]] installed and active, Nudity, both in required coverage and the reaction to it, instead depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts. Nudists are completely unaffected by ideoligion clothing standards, both for mood and for social opinions of others being nude. They do however get the {{+|1}} mood bonus for ideoligion preferred apparel, but unless that apparel is nudist acceptable they will still lose the {{+|20}} mood bonus and gain the {{--|3}} mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Special values ==&lt;br /&gt;
Clothing can have very specific secondary values. The more common ones are:&lt;br /&gt;
* Negative movement Speed. This is mostly seen with armor&lt;br /&gt;
* Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor&lt;br /&gt;
* Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage&lt;br /&gt;
&lt;br /&gt;
== Tainted apparel ==&lt;br /&gt;
Apparel that is worn by a human as they die becomes tainted. The clothing must be worn, not merely carried, to become tainted. All tainted items have names suffixed with single letter ''T''. [[Utility]] items never become tainted. &lt;br /&gt;
&lt;br /&gt;
Most pawns wearing tainted apparel gain a persistent [[mood]] debuff as long as they're wearing it that scales with the number of items worn - colonists with [[Bloodlust]] trait or [[Inhuman]] meme{{IdeologyIcon}}{{AnomalyIcon}} are unaffected by tainted clothing. Tainted clothes also have their [[market value]] decreased by 90%. [[Trade]]rs and [[faction base]]s do not buy tainted apparel nor accept them as gifts, but tainted clothing may be sent to them via [[transport pod]] for [[goodwill]] at their reduced market value. &lt;br /&gt;
&lt;br /&gt;
The apparel that is worn by a pawn as they are resurrected by a [[resurrector mech serum]] become untainted. There is no other way to untaint apparel.&lt;br /&gt;
&lt;br /&gt;
While tainted apparel does give a mood debuff, [[#Insulation|insulation]], [[#Protection|protection]], and [[#Nudity|nudity]] concerns may take precedence over the comparatively minor penalty. &lt;br /&gt;
&lt;br /&gt;
If truly unwanted, tainted apparel can be [[#Disposal|disposed of]] via a variety of means - one easy way is to create an outdoor stockpile for tainted apparel where they will deteriorate over time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 14em&amp;quot;&lt;br /&gt;
! Num. Items !! Debuff&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 2 &lt;br /&gt;
| {{--|8}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 3 &lt;br /&gt;
| {{--|11}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 4+ &lt;br /&gt;
| {{--|14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Disposal ==&lt;br /&gt;
Apparel can also be destroyed via a &amp;quot;Burn apparel&amp;quot; bill at a [[crematorium]] or a [[campfire]] or destroyed at an electric smelter. Apparel containing [[metallic]] resources can instead be smelted at an [[electric smelter]], for a return of 25% of the metallic resources used to create them. Note that things such as [[component]]s will similarly be reduced to their base metals. In either case care must be taken in selecting the allowed items to destroyed. &lt;br /&gt;
&lt;br /&gt;
A ''burn pit'' provides a quick way to dispose of large quantities of burnable apparel. Place a [[stockpile zone]] on non-flammable [[terrain]] or [[floor]]ing, designate the zone for all apparel you wish to dispose of - suggested settings are tainted and non-smeltable apparel only, remove the automatically created [[home zone]] around the stockpile to prevent colonists extinguishing the fire, and manually attack the pile with an incendiary weapon such as a [[Molotov cocktail]]. [[Fire]] will spread from item to item and the unwanted apparel will be destroyed with minimal colonist work.&lt;br /&gt;
&lt;br /&gt;
Another alternative is to simply dump all unwanted apparel onto water or marsh tiles, which will rapidly speed up its [[deterioration]] rate.&lt;br /&gt;
&lt;br /&gt;
Finally, unwanted apparel can be sold or gifted for [[goodwill]] if [[#Tainted apparel|untainted]]. If disposing of apparel because it becomes worn, disposal at 60% HP will retain significantly more market value than waiting for 50% and the first worn moodlet to apply. Any item, including tainted items, can be sent as gifts via [[transport pod]]s to [[faction base]]s. For the majority of items, the reduction in market value from tainting makes this not worth the resources to make and launch the transport pod. For items with high base values, like hyperweave clothes occasionally found on raiders, it can still be worthwhile.&lt;br /&gt;
&lt;br /&gt;
== Outfit selection ==&lt;br /&gt;
{{Stub|section=1|reason=General and also how the automatic apparel selection works}}&lt;br /&gt;
Colonists can be instructed to automatically equip specific items from a list selected in the [[Assign#Apparel policies|Assign menu]]. The will choose items based on their insulation, armor values and possibly other factors. Colonists will automatically equip apparel suitable for the season or temperature. The full details of how this selection mechanic works is currently unknown.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
A number of Materials is available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.&lt;br /&gt;
&lt;br /&gt;
=== Armor materials ===&lt;br /&gt;
These materials are primarily used for armor. It includes any metal and in rare cases, even wood. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.)&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Stuff Category::Metallic]] OR [[Stuff Category::Woody]]&lt;br /&gt;
| ?Stuff Category&lt;br /&gt;
| ?Market Value Base = Market Value&lt;br /&gt;
| ?Beauty Factor&lt;br /&gt;
| ?Beauty Offset&lt;br /&gt;
| ?Work To Make Factor&lt;br /&gt;
| ?Max Hit Points Factor&lt;br /&gt;
| ?Flammability Factor&lt;br /&gt;
| ?Armor - Sharp Factor&lt;br /&gt;
| ?Armor - Blunt Factor&lt;br /&gt;
| ?Armor - Heat Factor&lt;br /&gt;
| ?Insulation - Cold Factor = Insulation - Cold (&amp;amp;deg;C)&lt;br /&gt;
| ?Insulation - Heat Factor = Insulation - Heat (&amp;amp;deg;C)&lt;br /&gt;
| limit = 100&lt;br /&gt;
| link = subject&lt;br /&gt;
| mainlabel = Material&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Clothing materials ===&lt;br /&gt;
See [[Textiles#Material Effects]].&lt;br /&gt;
&lt;br /&gt;
== Common combinations ==&lt;br /&gt;
{{Rewrite|section=1|reason=Currently a C&amp;amp;P from clothing. Needs adaption to all apparel, general analysis, suggested combos need some TLC. Whole section needs TLC}}&lt;br /&gt;
Apparel combinations are limited by layer and coverage, and this selective incompatibility leads to trends in combinations that are discussed and compared here.&lt;br /&gt;
&lt;br /&gt;
=== Skin Layer ===&lt;br /&gt;
In the early game, this layer is dominated by two options: [[tribalwear]] or [[button-down shirt]] + [[pants]].  The [[t-shirt]] is an inferior (and negligibly cheaper) version of the button-down shirt and should be avoided.&lt;br /&gt;
&lt;br /&gt;
[[Tribalwear]] offers the best thermal insulation and is cheaper.  [[Button-down shirt]] + [[pants]] has the same armor values but also covers the shoulders, arms, and neck.  When made of the weakest textiles like [[cloth]], the armor is so low that enemy weapons' AP completely nullifies it, making the coverage irrelevant, so you might as well use the cheaper tribalwear.  But as you acquire stronger textiles, the armor coverage becomes more valuable, and insulation becomes more plentiful as you give everyone a full set of clothing, so the button-down combo becomes the better choice usually early to mid game.  Note that, if you're using [[duster]]s/[[cape]]s/[[jacket]]s—which have higher armor values—then your strongest textiles are best spent on upgrading the outerwear first.  (For example, a [[thrumbofur]] duster and [[plainleather]] shirt+pants protects better than a plainleather duster and thrumbofur shirt+pants.)&lt;br /&gt;
&lt;br /&gt;
[[Flak pants]] are available mid-game; they give 40% sharp protection, about the same as [[hyperweave]] and [[thrumbofur]] pants, but are cheaper and easier to source (note again that you should spend those textiles on dusters first—hyperweave dusters give 60% sharp protection to legs)—at the cost of -0.12 move speed.  Whether this is worthwhile depends on your combat style.  Flak pants also occupy the Middle layer for legs, making them incompatible with power armor, and therefore not used in the late game.&lt;br /&gt;
&lt;br /&gt;
The [[formal shirt]]{{RoyaltyIcon}} will replace the button-down for [[noble]]s{{RoyaltyIcon}} of a certain rank, but provides no benefit to other pawns. The rare [[eltex shirt]]{{RoyaltyIcon}} is useful for [[psycast]]ers{{RoyaltyIcon}} but provides little protection.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} have three options: [[kid tribalwear]], [[kid shirt]] + [[kid pants]], and [[kid romper]].  All have the same armor values; kid tribalwear provides the best insulation and the least armor coverage, kid romper is the opposite, and shirt+pants is in between; material costs are 30, 40, 30 respectively.  So it's a similar tradeoff as for adults, but children's needs are somewhat different.  First, heat insulation is more difficult for children because there is (currently) no kid duster or jacket, although there is a [[kid parka]].  Second, players will usually keep children out of combat situations to the extent possible (though unusual events and social fights do happen), so the armor values on their clothing will matter much more rarely than for adults.  Thus, the case for tribalwear is stronger in children's clothing, especially in hot climates.&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The middle layer is primarily the realm of Armor, with the [[Eltex vest]] {{RoyaltyIcon}} and [[Corset]]/[[Formal vest]] {{RoyaltyIcon}} being the only Clothing items that use it. What option is selected here will depend on the stage of the game and military strategies employed.&lt;br /&gt;
&lt;br /&gt;
=== Head Layer ===&lt;br /&gt;
This layer can mostly be divided into three categories: hats (textile), masks (wood/metal), and helmets.&lt;br /&gt;
&lt;br /&gt;
Among textile-based hats, the [[hood]] gives the best social impact of +20%, as well as 0.2x armor.  The [[broadwrap]]{{IdeologyIcon}} offers the highest armor value among textile hats (0.25x, tied with [[headwrap]]{{IdeologyIcon}}), and also gives the widest coverage of all headwear, protecting even the neck and shoulders.&lt;br /&gt;
&lt;br /&gt;
The [[visage mask]]{{IdeologyIcon}} has generally higher armor values than textile hats (although [[devilstrand]] or [[hyperweave]] broadwrap beats it in sharp protection).  The [[war mask]] is a more expensive version of a wooden visage mask, but also gives +10% pain shock threshold.&lt;br /&gt;
&lt;br /&gt;
Helmets have the highest armor values; even the most basic [[steel]] [[simple helmet]] is stronger than [[plasteel]] visage masks, and is comparable to hyperweave broadwrap; though they don't cover the eyes, nose, or jaw.  Power armor helmets do cover the full head, and, once you have the tech and the resources, the [[marine helmet]]—or [[cataphract helmet]]{{RoyaltyIcon}}, if you can get it—is the best.  (Broadwrap still provides wider coverage than power helmets—to the neck and shoulders—but that can be addressed with a [[flak vest]] or other armor.)  The prestige versions of the power helmets are useful for psycasters.&lt;br /&gt;
&lt;br /&gt;
Temperature-wise, the [[tuque]], its equivalent [[flophat]]{{IdeologyIcon}}, and its [[leather]]-based equivalent [[tailcap]]{{IdeologyIcon}} protect best against cold, while the [[cowboy hat]] and [[shadecone]]{{IdeologyIcon}} protect best against heat.  The cowboy hat is better than the shadecone for colonists, though since it decreases slave suppression you might give slaves the shadecone.&lt;br /&gt;
&lt;br /&gt;
For pawns that require noble apparel, the prestige power helmets give the best armor, while if you want a social impact bonus you may need to use the [[top hat]]/[[ladies hat]], or the [[coronet]] for royal pawns.&lt;br /&gt;
&lt;br /&gt;
There's a variety of special-purpose hats, most of which provide little to no armor (and all of which are weaker than [[recon helmet]]s).  [[Eltex]]{{RoyaltyIcon}} hats boost psychic abilities, [[psychic foil helmet]]s reduce them, the [[gunlink]]{{RoyaltyIcon}} increases shooting, there are several mech-bandwidth-enhancing hats, etc.  Whether the special abilities are worth the armor reduction depends on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
The Outer layer is primarily for armor and additional clothing layers. They can be combined with shirts, [[flak pants]], and [[flak vest]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Parka]] is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values. &lt;br /&gt;
&lt;br /&gt;
The [[Duster]] is a cowboy attire. Aside from good heat insulation, it also offers decent protection. The [[Cape]] is the Noble apparel statistical equal of the duster.&lt;br /&gt;
&lt;br /&gt;
The [[Jacket]] is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.&lt;br /&gt;
&lt;br /&gt;
For slaves, the slave body strap occupies this slot, unless the biome is extremely cold or hot, due to it increasing the slaves suppression, while providing nearly no protection.&lt;br /&gt;
&lt;br /&gt;
=== Suggested apparel progression ===&lt;br /&gt;
What constitutes the &amp;quot;correct&amp;quot; apparel for pawns depends on a variety of factors including game-stage, [[biome]] both for available [[materials]] and [[temperature]] concerns, [[difficulty]], strategies employed, the presence or absence of [[DLC]] and even what a player considers acceptable risk. &lt;br /&gt;
The suggested loadouts presented below represent a rough timeline suitable for [[Biomes#Warm Biomes|comfortable biomes]] and moderate difficulty, and with some common sense modifications will fit most playstyles.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Early''':&lt;br /&gt;
The [[synthread]] apparel you start with should suffice for the early game. Start hunting and begin crafting [[button-down shirt]]s and [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Mid''':&lt;br /&gt;
The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without significantly compromising the movement speed of a pawn.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Late''':&lt;br /&gt;
The best combo for the late game is a pair of pants and a button down shirt on the bottom layer,  a [[marine armor]] set for ranged pawns, or a set of [[recon armor]] with a [[shield belt]] for melee pawns. For [[Royalty]] {{RoyaltyIcon}} owners, [[cataphract armor]] is recommended for ranged fighters, and a set of [[locust armor]] and a shield belt is suggested for melee brawlers because of the installed [[jump pack]] that frees up an utility slot for the shield belt.&lt;br /&gt;
&lt;br /&gt;
For pawns with 2 arm replacements, flak vest with devilstrand duster is generally better than marine armor. With hyperweave or thrumbofur dusters, it's better than cataphract armor. This assumes that they all have the same quality level.&lt;br /&gt;
&lt;br /&gt;
'''Royal Fighter {{RoyaltyIcon}}''':&lt;br /&gt;
Royal pawns that are also fighters should wear the [[prestige armor|prestige]] versions of the Industrial - Late combo.&lt;br /&gt;
&lt;br /&gt;
'''Royal Psycaster {{RoyaltyIcon}}''':&lt;br /&gt;
Pawns that are [[title|nobles]] and have fighting as a secondary priority, equip the pawn with full eltex gear. The recommended combo is: an [[eltex skullcap]], an [[eltex robe]], an [[eltex vest]], and an [[eltex shirt]]. This is full eltex set is hard to acquire, so they can use the Royal Fighter combo or just the normal clothing requirements for the title, such as the prestige robe and formal vest.&lt;br /&gt;
&lt;br /&gt;
== Comparison tables ==&lt;br /&gt;
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers. &lt;br /&gt;
&lt;br /&gt;
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[flak pants]] and the [[flak vest]] which both occupy the middle layer do not cover the same body parts, and thus can be worn together.&lt;br /&gt;
&lt;br /&gt;
The hands and feet, across all layers, are NOT covered by any apparel present in base game.&lt;br /&gt;
&lt;br /&gt;
Since some armor covers multiple layers, they are present in multiple tables as well.&lt;br /&gt;
&lt;br /&gt;
=== Headgear ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Headgear}}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Eyes}}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Skin}}&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Middle}}&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Outer}}&lt;br /&gt;
&lt;br /&gt;
=== Internal ===&lt;br /&gt;
{{Apparel Table | type=Body Parts | layer=Internal}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel [[mood|thought]] added.&lt;br /&gt;
* Beta 19 or earlier - Traders will no longer accept tainted apparel.&lt;br /&gt;
* Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
*  Beta 19/1.0 - Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns &amp;quot;upgrading&amp;quot; to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pawns now try a lot harder to avoid wearing tattered apparel.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=160815</id>
		<title>Damage Types</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=160815"/>
		<updated>2025-04-04T18:46:44Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* RangedStab */  This was changed/fixed around the time Anomaly was released, sorry it took so long to update. Additional research required, also we need to add standard Stab to this list of damage types and provide details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub|reason=Need breakdown of remaining damage types}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Main|Damage Types}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with [[Health Difficulties|health difficulties]].&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Category !! Armor Category !! Overkill Percent To Destroy Part&amp;lt;ref&amp;gt;See [[#Overkill prevention|Overkill prevention]]&amp;lt;/ref&amp;gt; !! [[Death]] Message&amp;lt;ref&amp;gt;{0} represents a pawn's name.&amp;lt;/ref&amp;gt; !! Hediffs (General / Skin / Solid / Additional) !! Harms Outer Layers&amp;lt;ref&amp;gt;Surgery doesn't hurt your outside bits, but getting shot and stuff will.&amp;lt;/ref&amp;gt; !! Affects [[shield belt|shields]] !! Stun duration !! Source&lt;br /&gt;
|- id=&amp;quot;Cut&amp;quot;&lt;br /&gt;
! Cut&lt;br /&gt;
| cut || Melee Weapon || Sharp || 0% - 10% || {0} has been cut to death. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Crush&amp;quot;&lt;br /&gt;
! Crush&lt;br /&gt;
| crush || Melee Weapon || Blunt || 40% - 100% || {0} has been crushed to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Cut|Cut]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Blunt&amp;quot;&lt;br /&gt;
! Blunt&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Poke&amp;quot;&lt;br /&gt;
! Poke&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Demolish&amp;quot;&lt;br /&gt;
! Demolish&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stab&amp;quot;&lt;br /&gt;
! Stab&lt;br /&gt;
| stab || Melee Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table RangedStab&amp;quot;&lt;br /&gt;
! RangedStab&lt;br /&gt;
| stab || Ranged Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bullet&amp;quot;&lt;br /&gt;
! Bullet&lt;br /&gt;
| bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Arrow&amp;quot;&lt;br /&gt;
! Arrow&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;ArrowHighVelocity&amp;quot;&lt;br /&gt;
! ArrowHighVelocity&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Stab|Stab]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Scratch&amp;quot;&lt;br /&gt;
! Scratch&lt;br /&gt;
| scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic scratch&amp;quot;&lt;br /&gt;
! ScratchToxic&lt;br /&gt;
| toxic scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bite&amp;quot;&lt;br /&gt;
! Bite&lt;br /&gt;
| bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic bite&amp;quot;&lt;br /&gt;
! BiteToxic&lt;br /&gt;
| toxic bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Bomb&amp;quot;&lt;br /&gt;
! Bomb &lt;br /&gt;
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;BombSuper&amp;quot;&lt;br /&gt;
! BombSuper &lt;br /&gt;
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Flame&amp;quot;&lt;br /&gt;
! Flame&lt;br /&gt;
| flame || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn&amp;gt;Fire currently doesn't burn your organs out or anything - ironically good for preserving them.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Burn&amp;quot;&lt;br /&gt;
! Burn&lt;br /&gt;
| burn || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn /&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Thump&amp;quot;&lt;br /&gt;
! Thump&lt;br /&gt;
| thump || Misc || Sharp || ? || {0} has been shot to death. || [[Hediffs#Crush|Crush]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Tornado&amp;quot;&lt;br /&gt;
! TornadoScratch&lt;br /&gt;
| scratch || Environmental || Sharp || 0% - 70% || {0} has been killed by a tornado. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Frostbite&amp;quot;&lt;br /&gt;
! Frostbite&lt;br /&gt;
| frostbite || Environmental || - || ? || {0} has succumbed to frostbite. || [[Hediffs#Frostbite|Frostbite]] / - / - / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Surgical cut&amp;quot;&lt;br /&gt;
! Surgical cut&lt;br /&gt;
| surgical cut || Medical || - || ? || {0} has died during surgery. || - / - / - / - || {{Bad|false}}&amp;lt;ref&amp;gt;Able to remove organs without harming outer body parts.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Execution cut&amp;quot;&lt;br /&gt;
! Execution cut&lt;br /&gt;
| execution cut || Medical || - || - || {0} has been executed by cutting. || [[Hediffs#Cut|Cut]] / - / - / - || {{Bad|false}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table EMP&amp;quot;&lt;br /&gt;
! EMP &amp;lt;ref name=&amp;quot;stun&amp;quot;&amp;gt;Does not deal physical damage so does not show up on body parts. &amp;lt;/ref&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been EMPed to death. || - / - / - / - || {{Good|true}} || {{Good|true}} || 0.25 s &amp;lt;ref name = duration&amp;gt;Per point of damage.&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Only applies to mechanoids or turrets. &amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
! Stun &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been stunned to death. || - / - / - / - || {{Bad|false}} || {{Good|true}} || 0.33 s &amp;lt;ref name = duration&amp;gt;&amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Smoke&amp;quot;&lt;br /&gt;
! Smoke &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| smoke || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Deterioration&amp;quot;&lt;br /&gt;
! [[Deterioration]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Rotting&amp;quot;&lt;br /&gt;
! Rotting&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! [[Mining]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Extinguish&amp;quot;&lt;br /&gt;
! Extinguish &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Misc || - || - || - || [[Hediffs#Covered in firefoam|Covered in firefoam]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;AcidBurn&amp;quot;&lt;br /&gt;
! AcidBurn&lt;br /&gt;
| acid burn || Misc || Sharp || - || {0} has burned to death. || [[Hediffs#Acid burn|Acid burn]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DecayedOrgan&amp;quot;&lt;br /&gt;
! Decayed&lt;br /&gt;
| decayed organ || Misc || - || - || {0} died from metabolic disruptions caused by organ decay. || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Vaporize&amp;quot;&lt;br /&gt;
! Vaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;MechBandShockwave&amp;quot;&lt;br /&gt;
! MechBandShockwave&lt;br /&gt;
| mech-band shockwave || Stun || - || - || {0} has been shocked to death. || - / - / - / - || - || ? || {{Ticks|1200}} || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ToxGas&amp;quot;&lt;br /&gt;
! ToxGas&lt;br /&gt;
| tox gas || Misc || - || - || - || - / - / - / - || - || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Beam&amp;quot;&lt;br /&gt;
! Beam&lt;br /&gt;
| beam || Misc || Heat || 0% - 70% || {0} has been beamed to death. || - / - / - / - || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;BulletToxic&amp;quot;&lt;br /&gt;
! BulletToxic&lt;br /&gt;
| toxic bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ElectricalBurn&amp;quot;&lt;br /&gt;
! ElectricalBurn&lt;br /&gt;
| electrical burn || Environmental || Heat || - || {0} has died from electrical burns. || [[Hediffs#Electrical burn|Electrical burn]] / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Digested&amp;quot;&lt;br /&gt;
! Digested&lt;br /&gt;
| digestion || Misc || - || - || {0} died from being digested. || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;EnergyBolt&amp;quot;&lt;br /&gt;
! EnergyBolt&lt;br /&gt;
| energy bolt || Misc || Sharp || 0% - 70% || {0} has been killed by an energy bolt. || [[Hediffs#Energy bolt|Energy bolt]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Nerve&amp;quot;&lt;br /&gt;
! Nerve&lt;br /&gt;
| nerve || Misc || Sharp || 0% - 70% || {0} has been killed by nerve shock. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NerveStun&amp;quot;&lt;br /&gt;
! NerveStun&lt;br /&gt;
| nerve stun || Misc || - || - || - || - / - / - / - || - || ? || {{Ticks|240}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Psychic&amp;quot;&lt;br /&gt;
! Psychic&lt;br /&gt;
| psychic || Misc || - || - || {0} has been killed by a psychic attack. || [[Hediffs#Psychic burn|Psychic burn]] / [[Hediffs#Psychic skin burn|Psychic burn (skin)]] / [[Hediffs#Psychic solid burn|Psychic burn (solid)]] / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DeadlifeDust&amp;quot;&lt;br /&gt;
! DeadlifeDust&lt;br /&gt;
| deadlife dust || Misc || - || - || - || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NociosphereVaporize&amp;quot;&lt;br /&gt;
! NociosphereVaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
| - || - || - || - || - || - / - / - / - || - || - || - || -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== General mechanics == &lt;br /&gt;
Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects. Most melee damage types have their hit damage multiplied by a random factor of .8-1.15 before application.&lt;br /&gt;
&lt;br /&gt;
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes. &lt;br /&gt;
&lt;br /&gt;
=== Overkill prevention ===&lt;br /&gt;
Overkill prevention is mechanic by which the destruction of body parts that would reduced to 0 {{HP}} or below, is occasionally prevented.&lt;br /&gt;
&lt;br /&gt;
Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question to 0 or below, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP and any remaining damage is lost. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the &amp;quot;Overkill Percentage&amp;quot;. For example, a body part is totally health and has a maximum {{HP}} of 10. It is dealt 15 damage by a single attack, which would reduce it to -5. That results in an Overkill Percentage of 50%. &lt;br /&gt;
&lt;br /&gt;
This overkill percentage is then compared to the &amp;quot;overkillPctToDestroyPart&amp;quot; range unique to the damage type. For example, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range. This then provides the final chance for this attack to destroy the body part.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
The end result is that weapons that deal high single attack damage are more likely to result in body part destruction than lower damage attacks of their damage type, and that the chance of a body part getting destroyed by a single attack goes up as its HP goes down. It also makes the overkillPctToDestroyPart of each damage type an important factor in the combat performance of weapons that use it. &lt;br /&gt;
&lt;br /&gt;
== Damage types ==&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
If a strike from an attack dealing blunt damage is sufficient to destroy the struck [[body parts|body part]], damage can propagate to the parent part of the destroyed part, if and only if that parent part is considered an outside part. How the damage is divided between the two attacks is currently unclear. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a blunt attack hits the parentless body part of a target, e.g. the torso on [[human]]s and most other pawns, there is a small chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 90% of the maximum, not remaining, HP of the torso to the torso of a pawn, it has a 15% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a blunt attack hits a body part of a target that a is source of consciousness, e.g. the brain on [[human]]s and most other pawns, there is a larger chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 50% of the maximum, not remaining, HP of the brain to the brain of a pawn, it has a 100% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
In both cases the stun duration appears to be 0.66s&lt;br /&gt;
&lt;br /&gt;
If neither the parentless body part nor a consciousness source are hit, no stun occurs.&lt;br /&gt;
&lt;br /&gt;
Eyes specifically have a 0% hit chance factor against blunt damage, meaning they will never be hit by a blunt attack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}}&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default {{AP}} of 10% and stopping power of 0.5. It does 4x Damage to Plants and to impassable buildings such as Nutrient Paste Dispensers and 2x to passable buildings such as armchairs. Additionally, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage. Each hit picks 1-4 random body part targets to affect (either internal or external, and can target the same part twice). Then split the total damage evenly across those parts. Then roll for armor penetration per each hit. For ''each'' internal part that takes damage, apply the hit damage to the parent part (even if the parent was already hit) (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
=== Bullet ===&lt;br /&gt;
Target a single random internal or external body part. Roll for AP. If an internal part takes damage, apply the hit damage to the parent part (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
=== Burn ===&lt;br /&gt;
Identical to [[#Flame|Flame]] except that it cannot ignite targets.&lt;br /&gt;
&lt;br /&gt;
=== Cut === &lt;br /&gt;
Each hit rolls 0-100 for how many parts the strike damages. Result 0 - 59 is 1 target.. 60-89 is 2.. 90-99 is 3.. exactly 100 is 4 parts hit. If it's more than 1 target, multiply the damage of the hit by 1.4. Target random internal or external body parts (if a single-hit, cannot target internal parts. otherwise, can) (all multi-hit targets must be adjacent to each other). The total damage of the hit is evenly split across all targets. Roll for AP only against the first picked target regardless of the rest, and apply that damage to all targets. If an internal part is damaged without it's parent part being damaged, deal the same hit damage onto the parent part as well (this is bonus damage) (doesn't apply to bones). &lt;br /&gt;
&lt;br /&gt;
=== Demolish ===&lt;br /&gt;
Demolish damage is done by [[breach axe]]s and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as [[walls]], for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
=== EMP ===&lt;br /&gt;
{{Image wanted|reason=Stun mote and electrical sparking effect}}&lt;br /&gt;
{{Stub|section=1|reason=Mech boss [[EMP resistance]]}}&lt;br /&gt;
EMP damage is a fairly unique form of damage that does no direct harm to organic pawns, but temporarily stuns mechanical pawns and some objects.&lt;br /&gt;
&lt;br /&gt;
The weapons that deal EMP damage include:&lt;br /&gt;
* [[EMP grenades]]&lt;br /&gt;
* [[EMP launcher]]&lt;br /&gt;
* [[EMP shell]]&lt;br /&gt;
* [[IED EMP trap]]&lt;br /&gt;
* [[Zeushammer]] {{RoyaltyIcon}} &lt;br /&gt;
* [[Persona zeushammer]] {{RoyaltyIcon}}&lt;br /&gt;
Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.&lt;br /&gt;
&lt;br /&gt;
EMP mainly serves to stun [[mechanoid]]s, [[revenant]]s,{{AnomalyIcon}} [[metalhorror]]s,{{AnomalyIcon}} [[nociosphere]]s,{{AnomalyIcon}} [[turret]]s, and [[mortar]]s. Every stun &amp;quot;damage&amp;quot; inflicts {{Ticks|30}} of stun. Most items do 50 EMP damage, or 25 seconds of stun.&lt;br /&gt;
&lt;br /&gt;
After being stunned, targets become 'Adapted', gaining immunity from further stuns for {{Ticks|2200}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is {{Ticks|2200-(30*50)}} for most items. Some pawns such as command mechanoids{{BiotechIcon}} and nociospheres{{AnomalyIcon}} have EMP resistance, so are stunned for less time. Metalhorrors{{AnomalyIcon}} are incapable of adapting and can be stun locked.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime&lt;br /&gt;
|-&lt;br /&gt;
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{Ticks|30*9}}   || {{Ticks|2200-(30*9)}}     || {{%|(30*9) / ((30*9)+(2200-(30*9))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 45   || Awful [[quality]] [[EMP launcher]]      || {{Ticks|30*45}}   || {{Ticks|2200-(30*45)}}    || {{%|(30*45) / ((30*45)+(2200-(30*45))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 50   || ''All other sources''                   || {{Ticks|30*50}}   || {{Ticks|2200-(30*50)}}    || {{%|(30*50) / ((30*50)+(2200-(30*50))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{Ticks|30*62.5}} || {{Ticks|2200-(30*62.5)}}  || {{%|(30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 75   || Legendary [[quality]] [[EMP launcher]]  || {{Ticks|30*75}}   || {{Ticks|0}} &amp;lt;!--{{Ticks|2200-(30*75)}} is less than 0 --&amp;gt; || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any amount of EMP damage will also:&lt;br /&gt;
* Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}})&lt;br /&gt;
* Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}})&lt;br /&gt;
* Break [[shield belt]]s, which will recharge as if they reached 0 HP normally.&lt;br /&gt;
* Disable the power generation of generators. &lt;br /&gt;
* Disable [[low-shield pack]]s {{RoyaltyIcon}} for {{Ticks|600}}; the burnout timer continues to run while stunned.&lt;br /&gt;
* Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{Ticks|1200}}. For mech high-shields, an [[EMP shell]] must impact the actual shield; the blast will not disable it.&lt;br /&gt;
* Reveal revenants and sightstealers.{{AnomalyIcon}}&lt;br /&gt;
* If an EMP attack does more EMP damage to a mortar than the remaining HP it has, the mortar will explode.&lt;br /&gt;
&lt;br /&gt;
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.&lt;br /&gt;
&lt;br /&gt;
=== RangedStab ===&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
RangedStab's damage distribution is unlike other types, with 1/3rd of the damage being applied to internal parts when targeted, while the remaining 2/3rds are applied to the external parent part. &lt;br /&gt;
In comparison, melee stabs will split damage between equally internal and parent, while ranged attacks like bullets and arrows will duplicate the damage in its entirety for each part. &lt;br /&gt;
&lt;br /&gt;
Further investigation as to RangedStab's abnormally high probability of hitting internal parts is required as it may be similar to regular Stab.&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
{{Rewrite|reason=[[Version/1.5.4062]] changed how flammability interacts with Flame damage. Needs to be updated on [[Flammability]], [[Damage Types#Flame]]/[[Damage Types#Burn]], and [[Fire]] - note changelog states that it only affects buildings but don't assume. Verify all mechanics with testing.}}&lt;br /&gt;
Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by [[Apparel#Protection|protective apparel]], there is a chance to [[Fire|ignite]] the pawn. &lt;br /&gt;
&lt;br /&gt;
This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the [[Flammability]] of the target, and is defined by the following graph:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ignition Chance per Target Flammability&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a normal human has a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing [[phoenix armor]] {{RoyaltyIcon}} has a flammability of 2% and so has a 1.4% chance to ignite if any flame damage is taken. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factors !! Flammability !! Ignition Chance upon&amp;lt;br&amp;gt;Flame Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Human'' &lt;br /&gt;
| 70% || 100% (1 in 1)&lt;br /&gt;
|-&lt;br /&gt;
! [[Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 10% || 7% (1 in 14.3)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} &lt;br /&gt;
| 2% || 1.4% (1 in 71.4)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} +&amp;lt;br&amp;gt;[[Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 0.2% || 0.14% (1 in 714.3)&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Mechanoid'' &lt;br /&gt;
| 0% || 0% (Never)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the difficulty of putting it out and the chance to spread.&lt;br /&gt;
&lt;br /&gt;
In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Scratch ===&lt;br /&gt;
Scratch damage does damage differently depending on what part is initially targeted.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random,{{Check Tag|Verify|Is it two parts are picked at random, or the chosen part and 1 random part}} and then 67% of the original post-armor damage is dealt to both parts. Note that is can result in {{DPS}} 33% higher than the weapon's nominal value, though damage may be also limited by [[#Overkill prevention|overkill prevention]].&lt;br /&gt;
&lt;br /&gt;
In this instance, Scratch has a overkillPctToDestroyPart range of 0~0.7, or 0% to 70%. This means there is a linear probability from 0% chance of destruction when the no damage over current HP is dealt, to 100% chance the body part would be destroyed when the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
For example, a [[power claw]] deals {{Q|Power claw|Attack 1 Damage}} scratch damage. If the initial attack targets the nose, the head's child part, then an eye could be selected as it is also a child part of the head. If the initial attack was also halved by armor, then this attack would deal {{#expr: 0.67*0.5*{{Q|Power claw|Attack 1 Damage}}}} damage to the nose and {{#expr: 0.67*0.5*{{Q|Power claw|Attack 1 Damage}}}} to the eye.&lt;br /&gt;
&lt;br /&gt;
=== Toxic bite ===&lt;br /&gt;
Identical to [[#Bite|Bite]], but also inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Bite damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.{{Check Tag|Wildmen?|Wildman pawn with the venom fangs implant hunting prey - do they apply it?}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic bullet ===&lt;br /&gt;
Identical to [[#Bullet|Bullet]], but also inflicts a 0.65% severity increase of [[toxic buildup]] for each point of Bullet damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
The tag is set such that animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type, however it is unclear if this is functional or merely a hold over from copying the standard set by [[#Toxic bite|toxic bite]] as that condition cannot occur in vanilla. It is also unclear whether it would apply to colonists hunting with such weapons.{{Check Tag|Verify|Have pawn hunt with dev mod spawned in toxic needle gun}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic scratch ===&lt;br /&gt;
Identical to [[#Scratch|Scratch]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Scratch damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Thump ===&lt;br /&gt;
Thump damage is done by [[Thump cannon]], and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both [[wall]]s and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage.&lt;br /&gt;
&lt;br /&gt;
=== Vaporize ===&lt;br /&gt;
Vaporize damage is done by the [[hellsphere cannon]] of [[Diabolus]]{{BiotechIcon}} and the fleshmelter bolt of [[Nociosphere]]{{AnomalyIcon}}. The default damage is 800, with a default {{AP}} of 100% and stopping power of 1.5. It does 4x to impassable buildings such as Nutrient Paste Dispensers, 2x to Plants and  passable buildings such as armchairs, and 0.1x damage to corpses. &lt;br /&gt;
&lt;br /&gt;
It is resisted by heat armor and heats up the area in which it is fired.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Decayed Organ ===&lt;br /&gt;
A result of [[Organ decay]], which can apply to the [[Heart]], [[Lung]]s, and [[Kidney]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acid Burn ===&lt;br /&gt;
Can be received via the various acid spits: [[Fleshmass spitter]] acid, [[Corrosive heart]] acid, and [[Acid spray]] acid. [[Devourer]]s also inflict this damage to the swallowed pawn.&lt;br /&gt;
&lt;br /&gt;
=== Psychic ===&lt;br /&gt;
An awoken [[unnatural corpse]] will psychically incinerate the target's brain.&lt;br /&gt;
&lt;br /&gt;
=== Nerve ===&lt;br /&gt;
Damage dealt from the [[Nerve spiker]].&lt;br /&gt;
&lt;br /&gt;
==== Nerve Stun ====&lt;br /&gt;
The stun ability of the nerve spiker.&lt;br /&gt;
&lt;br /&gt;
=== Mech-band Shockwave ===&lt;br /&gt;
From the Apocrition shockwave upon its death{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Energy Bolt ===&lt;br /&gt;
One of the projectiles fired by the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
=== Digestion ===&lt;br /&gt;
Inflicted to corpses by the [[Harbinger tree]], and to pawns swallowed by a Devourer{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Electrical Burn ===&lt;br /&gt;
Electrical burns are periodically received by [[entities]] connected to an [[Electroharvester]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - Bomb damage now does 2x damage vs plants. '''Note:''' this was increased in a later version to 4x, as noted above.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Thump damage multiplier versus [[wall]]s reduced from 4x to 2x. Demolish damage multiplier versus impassible buildings reduced from 1 to 0.75.&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalblood_serum&amp;diff=160503</id>
		<title>Metalblood serum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalblood_serum&amp;diff=160503"/>
		<updated>2025-03-18T23:00:03Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Analysis */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|drug&lt;br /&gt;
| name = Metalblood serum &lt;br /&gt;
| image = Metalblood serum.png&lt;br /&gt;
| description = A syringe full of rust-colored liquid that constantly hardens and liquifies. When injected into the bloodstream, the metalblood substance can harden the flesh when it anticipates a blow, making the user more resistant to damage. However, the bioferrite-based chemistry of this serum also makes the user particularly vulnerable to fire.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Serum&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = &lt;br /&gt;
| marketvalue = 200&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = &lt;br /&gt;
| joy kind = &lt;br /&gt;
| addictiveness = &lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 100&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Serum lab&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| research = Metalblood serum&lt;br /&gt;
| work to make = 1080&lt;br /&gt;
| work speed stat = Drug Synthesis Speed &lt;br /&gt;
| resource 1 = Twisted meat&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MetalbloodSerum&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = Medical&lt;br /&gt;
| is pleasure drug = &lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| page verified for version =&lt;br /&gt;
}}&lt;br /&gt;
The '''metalblood serum''' is a [[serum]], a consumable item added by the [[Anomaly DLC]], that makes the user more durable but weaker against [[fire]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
It can also occasionally be bought from Bulk Goods, Exotic, and Slaver trade ships. {{Check Tag|Detail Needed|What about trade caravans?}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{quote|text=This creature has the metalblood compound in their bloodstream. This substance can rapidly harden the flesh when it anticipates a blow, making the user more resistant to damage. However, the bioferrite-based chemistry of this serum also makes the user particularly vulnerable to fire.}}&lt;br /&gt;
&lt;br /&gt;
A pawn taking metalblood serum will do so right where they stand without looking for a place to sit first. Metalblood serum is taken by ingestion, taking {{Ticks|{{P|Ingestion Time}}}}.&lt;br /&gt;
&lt;br /&gt;
As a serum, it does not have the traditional high mechanics of other drugs. Instead, it applies the &amp;quot;metalblood&amp;quot; hediff with the following effects for 5 days:&lt;br /&gt;
* {{Good|x50%}} [[Incoming Damage Multiplier]], stacking multiplicatively with other sources such as the [[Tough]] trait.&lt;br /&gt;
* {{Bad|x400%}} [[Flame]] damage&lt;br /&gt;
* {{Bad|x400%}} [[Burn]] damage&lt;br /&gt;
&lt;br /&gt;
The downsides of Metalblood serum stack with the [[Tinderskin]] gene.{{Check Tag|Operation?|Additive or multiplicative?}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Incoming Damage Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! Sources !! Incoming Damage &amp;lt;br/&amp;gt; Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Metalblood Serum || {{Good|x50%}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalblood Serum + [[Tough]] || {{Good|x25%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Delicate]] || {{Bad|x115%}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalblood Serum + Delicate || {{Good|x58%}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalblood Serum + [[Robust]] gene || {{Good|x38%}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalblood Serum + Robust gene + Tough || {{Good|x19%}}&lt;br /&gt;
|}&lt;br /&gt;
Metalblood serum allows any colonist the same benefit as the trait [[Tough]]- widely regarded as one of the most beneficial traits in the game- with a fire weakness downside that can often be ignored or planned around. Many combat scenarios will not involve hostiles using flame weaponry, which renders the fire weakness moot. Using metalblood serum makes [[Phoenix armor]] a more attractive gear choice given the increased heat armor it provides.&lt;br /&gt;
&lt;br /&gt;
Special care should be taken to identify enemy [[Impid]]s, [[Tesseron]]s, [[Centipede burner]]s, [[Scorcher]]s, and raiders armed with [[molotov cocktail]]s or [[incendiary launcher]]s, as they will pose the largest threats to pawns utilizing metalblood serum.&lt;br /&gt;
&lt;br /&gt;
[[Sanguophages]]{{BiotechIcon}} already have the robust gene which gives them some incoming damage mitigation, and Tinderskin, which stacks with the downside of metalbloood serum, making them poor candidates for using metalblood serum. [[Genies]]{{BiotechIcon}}, [[Highmate]]s{{BiotechIcon}}, and other [[Delicate]] pawns benefit greatly from using metalblood serum, assuming they can then be kept away from taking fire damage.&lt;br /&gt;
&lt;br /&gt;
Keeping a single colonist constantly dosed with metalblood serum will require 4 [[bioferrite]] and 2 [[twisted meat]] per day. Butchering [[entities]] is likely to be the most consistent method of acquiring twisted meat if a [[Fleshmass nucleus]] has not been captured.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/drugs}}&lt;br /&gt;
[[Category:Drug]] [[Category:Serum]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=160279</id>
		<title>Remote shielder</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=160279"/>
		<updated>2025-03-10T06:52:55Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Summary */ Another batch of check requests. Precise numbers need to be pulled from game code but are sufficient to be practical currently&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Remote shielder&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = &lt;br /&gt;
| description = An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.&amp;lt;br/&amp;gt;Placing a shield at a distance requires a substantial amount of energy. It can be used to save a mech at a critical moment.&amp;lt;br/&amp;gt;This implant can be self-installed in the same way as the mechlink.&amp;lt;br/&amp;gt;This implant can be installed up to 3 times to increase its range and shield energy.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Powerfocus chip&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = &lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue  = 1200&lt;br /&gt;
| thingCategories = BodyPartsMechtech&lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
'''Remote shielders''' are [[artificial body parts]] and upgrades to a [[mechanitor]]s [[Mechlink]] added by the [[Biotech DLC]]{{BiotechIcon}} that allow a mechanitor to remotely create a shield around their [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Many check tags}} &lt;br /&gt;
[[File:RW1.5_mech_remote_shield_icon.png|left|100px]]{{Quote|''Remotely project a personal defense shield onto a mech. The shield stops incoming damage, but also prevents shooting out, so this can be useful even when cast on enemies. The mechanitor must continuously focus on the mech in order to maintain the shield.''|&amp;quot;Remote Shield&amp;quot; ability description}}&lt;br /&gt;
&lt;br /&gt;
Having at least 1 remote shielder installed gives access to the ''Remote Shield'' ability which can be cast on any [[mechanoid]] within range and line of sight, the mech moving out of line of sight will cancel the shield. The mechanoid does not need to be linked to the user and can even be hostile. Note that hostile mechs will continue attempting to fire their weapons from within the shield, damaging the shield in the process.&lt;br /&gt;
&lt;br /&gt;
Using the shield has no warmup time{{Check Tag|Pause instant?|Unlike low shields will not apply while paused, unsure how to phrase this though}} and no direct resource cost other than your mechanitor's full attention. The shield lasts roughly 30 seconds. {{Check Tag|Duration verification}} Instructing the mechanitor to take any action will cancel the shield immediately - this includes, but is not limited to, moving, attacking, undrafting, and using other abilities such as [[psycasts]].{{RoyaltyIcon}}. Downing or killing the mechanitor cancels the shield while injuries to the mechanitor do not.  When the shield is broken, expires, or is cancelled, the effect ends and a {{Ticks|300}} cooldown is imposed, which starts as soon as mechanitor stops projecting the shield. The termination of the shield has no other effect on the mechanoid or mechanitor, regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
Up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases shield range and energy as follows:  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Shielders !! Shield range&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt; !! Shield energy&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;i.e. Damage capacity&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 7.9 ||  75&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 13.9 || 150 &lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 19.9 || 225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon casting, a 3x3 shield surrounds the targeted mechanoid, following it as the mechanoid moves. The shield will break if the mechanoid moves outside the remote shielder's range. The shield stops all incoming and outgoing ground-level{{Check Tag|Verify|Check if it stops aerodrones/bombardments - mortars will be hard to distinguish given the small radius}} fire from passing through the bubble, including fire from the target mechanoid, and detonates explosive projectiles at the point of impact with the shield radius. &amp;lt;!--Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary including those from intercepted projectiles.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The shield can absorb damage equal to its shield energy before breaking. The shield recharges energy extremely slowly at a rate of roughly 0.2 energy/second which is not interrupted by damage and does not scale with the number of installed implants.{{Check Tag| Exact numbers required|}}{{Check Tag|Check energy|Describe how to check energy, what in god's name is going on with this check?}} If an attack would is sufficient to completely deplete the shield's charge, then the shield is broken and any damage remaining is negated.&lt;br /&gt;
&lt;br /&gt;
EMPing the shielded mech directly immediately disables the shield however EMP explosions that merely overlap with the shield's radius do not effect it. The shield does not protect the mech from EMP. EMP projectiles that are intercepted by the shield but do not EMP the mech (such as an EMP launcher hitting the corner of the shield) disable the shield but do not impact the mech. EMPing the Mechanitor has no effect on the shield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The shield will be terminated when the shield intercepts a projectile that deals [[EMP]] damage or when EMP damage from any source is dealt to the mechanoid itself. Projectiles that the shield type does not stop, such as [[EMP shells]], will not have any effect when crossing the shield, nor does an EMP's area of effect overlapping with the projected shield - a projectile must be intercepted or the EMP damage must be dealt to the mechanoid.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Unlike most medical implants, the remote shielder is not installed via an [[operation]] and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click &amp;quot;Implant remote shielder&amp;quot; or &amp;quot;Upgrade remote shielder to level X&amp;quot; if one has already been installed. &lt;br /&gt;
&lt;br /&gt;
A max of 3 can be installed on any one mechanitor and they cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the mechlink will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Increased the health of the mechanitor's remote shielder ability to 75/150/225 {{Check Tag|From?|What was the value before the change?}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=160274</id>
		<title>Remote shielder</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=160274"/>
		<updated>2025-03-10T01:26:43Z</updated>

		<summary type="html">&lt;p&gt;Bork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Remote shielder&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = &lt;br /&gt;
| description = An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.&amp;lt;br/&amp;gt;Placing a shield at a distance requires a substantial amount of energy. It can be used to save a mech at a critical moment.&amp;lt;br/&amp;gt;This implant can be self-installed in the same way as the mechlink.&amp;lt;br/&amp;gt;This implant can be installed up to 3 times to increase its range and shield energy.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Powerfocus chip&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = &lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue  = 1200&lt;br /&gt;
| thingCategories = BodyPartsMechtech&lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
'''Remote shielders''' are [[artificial body parts]] and upgrades to a [[mechanitor]]s [[Mechlink]] added by the [[Biotech DLC]]{{BiotechIcon}} that allow a mechanitor to remotely create a shield around their [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Many check tags}} &lt;br /&gt;
[[File:RW1.5_mech_remote_shield_icon.png|left|100px]]{{Quote|''Remotely project a personal defense shield onto a mech. The shield stops incoming damage, but also prevents shooting out, so this can be useful even when cast on enemies. The mechanitor must continuously focus on the mech in order to maintain the shield.''|&amp;quot;Remote Shield&amp;quot; ability description}}&lt;br /&gt;
&lt;br /&gt;
Having at least 1 remote shielder installed gives access to the ''Remote Shield'' ability which can be cast on [[mechanoids]]. The mechanoid does not need to be linked to the user and can even be Hostile, hostile mechs will continue to fire their weapons from within the shield damaging the shield in the process.&lt;br /&gt;
&lt;br /&gt;
It has no warmup time, no direct resource cost other than your mechanitor's full attention, instructing the mechanitor to take any action (Moving, attacking, undrafting, using other abilities such as psycasts ect) will cancel the shield immediately. When the shield is broken, expires, or is cancelled has a {{Ticks|300}} cooldown which starts as soon as mechanitor stops projecting the shield.&lt;br /&gt;
&lt;br /&gt;
Up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases shield range and energy as follows:  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Shielders !! Shield range&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt; !! Shield energy&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;i.e. Damage capacity&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 7.9 ||  75&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 13.9 || 150 &lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 19.9 || 225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon casting, a 3x3 shield surrounds the targeted mechanoid following it, the shield will break if the mechanoid moves outside the remote shielder's range. The shield stops all incoming and outgoing ground-level{{Check Tag|Verify|Check if it stops aerodrones/bombardments - mortars will be hard to distinguish given the small radius}} fire from passing through the bubble, including fire from the target mechanoid, and detonates explosive projectiles at the point of impact with the shield radius. &amp;lt;!--Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary including those from intercepted projectiles.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The shield can absorb damage up to its shield energy before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken.&lt;br /&gt;
&lt;br /&gt;
EMPing the shielded mech directly immediately cancels the shield however emp explosions that merely overlap with the shield's radius do not effect it. The shield does not protect the mech from EMP.&lt;br /&gt;
The shield recharges extremely slowly at a rate of roughly 0.2 energy/second. {{Check Tag| Exact numbers required}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Unlike most medical implants, the remote shielder is not installed via an [[operation]] and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click &amp;quot;Implant remote shielder&amp;quot; or &amp;quot;Upgrade remote shielder to level X&amp;quot; if one has already been installed. &lt;br /&gt;
&lt;br /&gt;
A max of 3 can be installed on any one mechanitor and they cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the mechlink will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Increased the health of the mechanitor's remote shielder ability to 75/150/225 {{Check Tag|From?|What was the value before the change?}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=160273</id>
		<title>Remote shielder</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=160273"/>
		<updated>2025-03-10T01:24:31Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Summary */ minor typo/formatting cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Remote shielder&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = &lt;br /&gt;
| description = An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.&amp;lt;br/&amp;gt;Placing a shield at a distance requires a substantial amount of energy. It can be used to save a mech at a critical moment.&amp;lt;br/&amp;gt;This implant can be self-installed in the same way as the mechlink.&amp;lt;br/&amp;gt;This implant can be installed up to 3 times to increase its range and shield energy.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Powerfocus chip&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = &lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue  = 1200&lt;br /&gt;
| thingCategories = BodyPartsMechtech&lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
'''Remote shielders''' are [[artificial body parts]] and upgrades to a [[mechanitor]]s [[Mechlink]] added by the [[Biotech DLC]]{{BiotechIcon}} that allow a mechanitor to remotely create a shield around their [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Many check tags}} &lt;br /&gt;
[[File:RW1.5_mech_remote_shield_icon.png|left|100px]]{{Quote|''Remotely project a personal defense shield onto a mech. The shield stops incoming damage, but also prevents shooting out, so this can be useful even when cast on enemies. The mechanitor must continuously focus on the mech in order to maintain the shield.''|&amp;quot;Remote Shield&amp;quot; ability description}}&lt;br /&gt;
&lt;br /&gt;
Having at least 1 remote shielder installed gives access to the ''Remote Shield'' ability which can be cast on friendly hostile [[mechanoids]]. The mechanoid does not need to be linked to the user and can even be Hostile, hostile mechs will continue to fire their weapons from within the shield damaging the shield in the process.&lt;br /&gt;
&lt;br /&gt;
It has no warmup time, no direct resource cost other than your mechanitor's full attention, instructing the mechanitor to take any action (Moving, attacking, undrafting, using other abilities such as psycasts ect) will cancel the shield immediately. When the shield is broken, expires, or is cancelled has a {{Ticks|300}} cooldown which starts as soon as mechanitor stops projecting the shield.&lt;br /&gt;
&lt;br /&gt;
Up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases shield range and energy as follows:  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Shielders !! Shield range&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt; !! Shield energy&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;i.e. Damage capacity&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 7.9 ||  75&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 13.9 || 150 &lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 19.9 || 225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon casting, a 3x3 shield surrounds the targeted mechanoid following it, the shield will break if the mechanoid moves outside the remote shielder's range. The shield stops all incoming and outgoing ground-level{{Check Tag|Verify|Check if it stops aerodrones/bombardments - mortars will be hard to distinguish given the small radius}} fire from passing through the bubble, including fire from the target mechanoid, and detonates explosive projectiles at the point of impact with the shield radius. &amp;lt;!--Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary including those from intercepted projectiles.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The shield can absorb damage up to its shield energy before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken.&lt;br /&gt;
&lt;br /&gt;
EMPing the shielded mech directly immediately cancels the shield however emp explosions that merely overlap with the shield's radius do not effect it. The shield does not protect the mech from EMP.&lt;br /&gt;
The shield recharges extremely slowly at a rate of roughly 0.2 energy/second. {{Check Tag| Exact numbers required}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Unlike most medical implants, the remote shielder is not installed via an [[operation]] and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click &amp;quot;Implant remote shielder&amp;quot; or &amp;quot;Upgrade remote shielder to level X&amp;quot; if one has already been installed. &lt;br /&gt;
&lt;br /&gt;
A max of 3 can be installed on any one mechanitor and they cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the mechlink will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Increased the health of the mechanitor's remote shielder ability to 75/150/225 {{Check Tag|From?|What was the value before the change?}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=160272</id>
		<title>Remote shielder</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Remote_shielder&amp;diff=160272"/>
		<updated>2025-03-10T01:21:22Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Summary */ Cleaning up most of the check tags and confirming all the appropriate mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Remote shielder&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = &lt;br /&gt;
| description = An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.&amp;lt;br/&amp;gt;Placing a shield at a distance requires a substantial amount of energy. It can be used to save a mech at a critical moment.&amp;lt;br/&amp;gt;This implant can be self-installed in the same way as the mechlink.&amp;lt;br/&amp;gt;This implant can be installed up to 3 times to increase its range and shield energy.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| resource 1 = Powerfocus chip&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = &lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue  = 1200&lt;br /&gt;
| thingCategories = BodyPartsMechtech&lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
'''Remote shielders''' are [[artificial body parts]] and upgrades to a [[mechanitor]]s [[Mechlink]] added by the [[Biotech DLC]]{{BiotechIcon}} that allow a mechanitor to remotely create a shield around their [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Many check tags}} &lt;br /&gt;
[[File:RW1.5_mech_remote_shield_icon.png|left|100px]]{{Quote|''Remotely project a personal defense shield onto a mech. The shield stops incoming damage, but also prevents shooting out, so this can be useful even when cast on enemies. The mechanitor must continuously focus on the mech in order to maintain the shield.''|&amp;quot;Remote Shield&amp;quot; ability description}}&lt;br /&gt;
&lt;br /&gt;
Having at least 1 remote shielder installed gives access to the ''Remote Shield'' ability which can be cast on friendly hostile [[mechanoids]]. The mechanoid does not need to be linked to the user and can even be Hostile, hostile mechs will continue to fire their weapons from within the shield damaging the shield in the process. It has no warmup time, no direct resource cost other than your mechanitor's full attention, instructing the mechanitor to take any action (Moving, attacking, undrafting, using other abilities such as psycasts ect) will cancel the shield immediately. When the shield is broken, expires, or is cancelled has a {{Ticks|300}} cooldown which starts as soon as mechanitor stops projecting the shield.&lt;br /&gt;
&lt;br /&gt;
Up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases shield range and energy as follows:  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Shielders !! Shield range&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt; !! Shield energy&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;i.e. Damage capacity&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 7.9 ||  75&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 13.9 || 150 &lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 19.9 || 225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon casting, a 3x3 shield surrounds the targeted mechanoid following it, the shield will break if the mechanoid moves outside the remote shielder's range. The shield stops all incoming and outgoing ground-level{{Check Tag|Verify|Check if it stops aerodrones/bombardments - mortars will be hard to distinguish given the small radius}} fire from passing through the bubble, including fire from the target mechanoid, and detonates explosive projectiles at the point of impact with the shield radius. &amp;lt;!--Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary including those from intercepted projectiles.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The shield can absorb damage up to its shield energy before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;EMP effects and recharge rates?&amp;gt;&lt;br /&gt;
Emping the shielded mech directly immediately cancels the shield however emp explosions that merely overlap with the shield's radius do not effect it. The shield does not protect the mech from EMP.&lt;br /&gt;
The shield recharges extremely slowly at a rate of roughly 0.2 energy/second. {{Check Tag| Exact numbers required}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Unlike most medical implants, the remote shielder is not installed via an [[operation]] and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click &amp;quot;Implant remote shielder&amp;quot; or &amp;quot;Upgrade remote shielder to level X&amp;quot; if one has already been installed. &lt;br /&gt;
&lt;br /&gt;
A max of 3 can be installed on any one mechanitor and they cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the mechlink will be lost.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Increased the health of the mechanitor's remote shielder ability to 75/150/225 {{Check Tag|From?|What was the value before the change?}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Husky&amp;diff=159690</id>
		<title>Husky</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Husky&amp;diff=159690"/>
		<updated>2025-02-20T00:38:28Z</updated>

		<summary type="html">&lt;p&gt;Bork: Huskies don't naturally spawn in any biomes - Can confirm by looking at the Biomes_Cold xml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|animal&lt;br /&gt;
| page verified for version = A14D&lt;br /&gt;
| name = Husky&lt;br /&gt;
| image = Husky.png&lt;br /&gt;
| description = A large, energetic dog with a thick fur coat for remaining comfortable in arctic environments.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 5&lt;br /&gt;
| min comfortable temperature = -50&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 250&lt;br /&gt;
| combatPower = 75&lt;br /&gt;
| bodysize = 0.86&lt;br /&gt;
| healthscale = 1.05&lt;br /&gt;
| hungerrate = 0.5&lt;br /&gt;
| diet = omnivorous, ovivorous&lt;br /&gt;
| leathername = dog leather&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| petness = 1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| nuzzleMtb = 12&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 1.721&lt;br /&gt;
| lifespan = 12&lt;br /&gt;
| juvenileage = 0.25&lt;br /&gt;
| maturityage = 0.5&lt;br /&gt;
| tradeTags = AnimalPet, AnimalCommon&lt;br /&gt;
| attack1dmg = 9.7&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack2dmg = 9.7&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack3dmg = 14.2&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 6&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Huskies''', called '''husky puppies''' as babies, are a trainable, cold weather [[dog]]. They are sometimes selected as a starter pet.}} Huskies, like [[labrador retriever]]s, can periodically haul items and rescue downed pawns, making them useful pets to have. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Huskies and [[labrador retriever]]s are strong candidates for hauler animals. Both are easy to tame, don't require a minimum skill to train, and don't ever lose training over time. With 0 wildness, they do not generate [[filth]]. As omnivores, they can eat meals, [[kibble]], or any food you have lying around. A downside is that they can be hunted by predator animals, as opposed to [[cougar]]s and [[bear]]s.&lt;br /&gt;
&lt;br /&gt;
Compared to the labrador retriever, a husky is more combat effective ({{#show:Husky|?Mob Average DPS}} vs {{#show:Labrador retriever|?Mob Average DPS}}), eats more ({{#show:Husky|?Real Hunger Rate}} vs {{#show:Labrador retriever|?Real Hunger Rate}}), carries slightly more ({{#show:Husky|?Carrying Capacity}} vs {{#show:Labrador retriever|?Carrying Capacity}}), and has slightly fewer puppies per litter ({{#show:Husky|?Average Offspring Per Birth}} vs {{#show:Labrador retriever|?Average Offspring Per Birth}}).&lt;br /&gt;
&lt;br /&gt;
Huskies are one of the few animals that can [[nuzzle]] colonists, giving a {{+|4}} ''Nuzzled'' moodlet to colonists.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Husky east.png|Husky facing east&lt;br /&gt;
Husky north.png|Husky facing north&lt;br /&gt;
Husky south.png|Husky facing south&lt;br /&gt;
Dessicated husky east.png|Husky decaying&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* Beta 19/ 1.0 - Body sizes reduced slightly.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Old warg and husky.png|Legacy texture used before version A14. Reused from an older version of the [[warg]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pet]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Carrier_dryad&amp;diff=158975</id>
		<title>Carrier dryad</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Carrier_dryad&amp;diff=158975"/>
		<updated>2025-01-30T07:09:04Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Summary */ Extremely minor typo/punctuation change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
| name = Carrier dryad&lt;br /&gt;
| image = Carrier.png&lt;br /&gt;
| description = A dryad caste specialized in carrying items. Under human influence, it can help haul things where they need to go.&amp;lt;br&amp;gt;In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Dryad&lt;br /&gt;
| movespeed = 2.4&lt;br /&gt;
| basemeatamount = 2&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| min comfortable temperature = -50&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| bodysize = 0.667&lt;br /&gt;
| healthscale = 0.8&lt;br /&gt;
| diet = none&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| petness = 0&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = hauling only&lt;br /&gt;
| meatname = immature dryad meat&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| tradeTags = AnimalDryad&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 9&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.9&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 4&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Carrier dryads''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]]. These chunky helpers will haul things where they need to go.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Carrier vs human hauler.mp4|thumb|left|Carrier dryads will dwell for a short time before moving to the next item to haul]]&lt;br /&gt;
{{Dryad Summary}}&lt;br /&gt;
&lt;br /&gt;
Carriers will [[haul]] any and all items that are valid for regular hauling. Unlike human [[haul]]ers and [[lifter]]s,{{BiotechIcon}} dryads will dwell for a short time before moving to the next item. They have a carrying capacity of 50kg and move roughly half as fast as a [[human]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason = for how slow they are compared to humans and by extension humanns in [[:File:Carrier vs human hauler.mp4]]}}&lt;br /&gt;
Dryads have no need for [[food]] or [[recreation]] and aren't held back by pesky things such as missing legs and ugly corpses. Pruning can be a way to make even very disabled pawns useful for a colony.&lt;br /&gt;
&lt;br /&gt;
Compared to [[Lifter]]s{{BiotechIcon}}, carrier dryads move slower, and their need to rest means that they haul for less time than the robot. Lifters also require no further maintenance once built, as opposed to pruning time for carrier dryads. However, lifters require [[Research#Electricity|Electricity]] to be researched and create [[pollution]]. It's also less expensive, but slower, to create 4 carrier dryads than 4 lifters.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
Carrier dryads start fully trained in Haul and have no training decay. While their trainability is advanced, carrier dryads cannot be taught any other skills.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Dryad]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Disruptor_flare_pack&amp;diff=150769</id>
		<title>Disruptor flare pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Disruptor_flare_pack&amp;diff=150769"/>
		<updated>2024-09-05T07:55:57Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Summary */ Removing some Verify tags where I can confirm the information is correct. Correcting some misinformation regarding flare effect and scaling. Some work still required.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|utility&lt;br /&gt;
| name = Disruptor flare pack&lt;br /&gt;
| image = Disruptor flare pack.png &lt;br /&gt;
| description = A utility pack that shoots disruptor flares. On impact, the flare burns a capsule of bioferrite, which creates a bright flash and a local psychic disruption. This stuns psychically sensitive creatures, revealing those that are invisible, and reducing their consciousness and movement speed for a short while. Afterwards, the flare continues to burn, lighting up a wide area for some time.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = &lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability base = 0.4&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Disruptor flares&lt;br /&gt;
| work to make = 7200&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Component&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| marketvalue  = 80&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| range = 22.9&lt;br /&gt;
| accuracy = -&lt;br /&gt;
| warmup = 60&lt;br /&gt;
| cooldown = &lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| velocity = 40&lt;br /&gt;
| blastRadius = 7.9&lt;br /&gt;
| defName= Apparel_DisruptorFlarePack&lt;br /&gt;
| has quality = False&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
| defaultOutfitTags = ????&lt;br /&gt;
| thingSetMakerTags = ????&lt;br /&gt;
}}&lt;br /&gt;
The '''disruptor flare pack''' is a [[utility]] item added by the [[Anomaly DLC]] which allows the launching of disruptor flares.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Image wanted|section=1|reason=1) Light radius image like [[:File:Standing_lamp_illumination_area.png]] 2) Launch flare gizmo}}&lt;br /&gt;
A disruptor flare pack is worn in the Utility slot. Once the wearer is [[draft]]ed, it can be manually activated by the player to launch a flare to target any tile within the range and within [[line of sight]] after a warm-up time of {{Ticks|{{P|Aiming Time Base}}}}. The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon landing, disruptor flares inflict the &amp;quot;Disruptor Flash&amp;quot; hediff on pawns within the {{P|Blast Radius}} tiles which applies x90% Consciousness and x80% Moving for 30 seconds. In addition the flare also stuns pawns for up to {{Ticks|120}}. The magnitude of the Disruptor Flash hediff and the duration of the stun are both scaled by [[Psychic Sensitivity]], pawns cannot be stunned again by flares while they have the Disruptor Flash hediff.&lt;br /&gt;
The flare also emits [[light]] in a 5-tile radius, sufficient to make a {{#expr: {{Lit Radius|5|{{#expr:255+117+108}}}} round 2}} radius considered &amp;quot;Lit&amp;quot;. The flare on the ground lasts for {{Ticks|14400}} before disappearing. &lt;br /&gt;
&lt;br /&gt;
The Disruptor Flash effect also reveals invisible pawns, such as the [[sightstealer]] and [[revenant]] or colonists under the effects of the Invisibility Psycast or Revenant Spine invisibility. Pawns cannot become invisible while they have the flare hediff but can within the radius of a preexisting flare. '''''The Hediff itself is what prevents invisibility, not the flare's light radius.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Up to six flares can be launched before the launcher must be reloaded at a cost of {{Icon small|Bioferrite||5}} [[bioferrite]] per flare. The process takes {{Ticks|60}}. The flares can be reloaded individually or all at once.{{Check Tag|Verify}} The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use flare packs}}&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Inadequate analysis given utility of item and strategies it facilitates. Also general value proposition for crafting, use, and EDC}}&lt;br /&gt;
Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing.&lt;br /&gt;
&lt;br /&gt;
[[Firefoam pop pack]]s can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible.&lt;br /&gt;
&lt;br /&gt;
Disruptor flare packs can be utilized to make temporary illuminated areas during the Unnatural Darkness anomaly event. This can be used to make safe paths towards [[Noctolith]]s without building a line of torches or lamps towards them, saving a lot of time.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Disruptor_flare_pack&amp;diff=150768</id>
		<title>Disruptor flare pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Disruptor_flare_pack&amp;diff=150768"/>
		<updated>2024-09-05T07:51:52Z</updated>

		<summary type="html">&lt;p&gt;Bork: Undo revision 150767 by Bork (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|utility&lt;br /&gt;
| name = Disruptor flare pack&lt;br /&gt;
| image = Disruptor flare pack.png &lt;br /&gt;
| description = A utility pack that shoots disruptor flares. On impact, the flare burns a capsule of bioferrite, which creates a bright flash and a local psychic disruption. This stuns psychically sensitive creatures, revealing those that are invisible, and reducing their consciousness and movement speed for a short while. Afterwards, the flare continues to burn, lighting up a wide area for some time.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = &lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability base = 0.4&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Disruptor flares&lt;br /&gt;
| work to make = 7200&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Component&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| marketvalue  = 80&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| range = 22.9&lt;br /&gt;
| accuracy = -&lt;br /&gt;
| warmup = 60&lt;br /&gt;
| cooldown = &lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| velocity = 40&lt;br /&gt;
| blastRadius = 7.9&lt;br /&gt;
| defName= Apparel_DisruptorFlarePack&lt;br /&gt;
| has quality = False&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
| defaultOutfitTags = ????&lt;br /&gt;
| thingSetMakerTags = ????&lt;br /&gt;
}}&lt;br /&gt;
The '''disruptor flare pack''' is a [[utility]] item added by the [[Anomaly DLC]] which allows the launching of disruptor flares.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=1) effects section is wrong. 2) So. Many. Check Tags.}} &lt;br /&gt;
{{Image wanted|section=1|reason=1) Light radius image like [[:File:Standing_lamp_illumination_area.png]] 2) Launch flare gizmo}}&lt;br /&gt;
A disruptor flare pack is worn at the waist. Once the wearer is [[draft]]ed, it can be manually activated by the player to launch a flare to target any tile within the range and within [[line of sight]] after a warm-up time of {{Ticks|{{P|Aiming Time Base}}}}. The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
Upon landing,{{Check Tag|Verify}} disruptor flares inflict the &amp;quot;disruptor flash&amp;quot; hediff on pawns within the {{P|Blast Radius}} tiles, stunning all pawns with a [[psychic sensitivity]] above 0%. This stun lasts for up to {{Ticks|1800}}{{Check Tag|Verify|Throwing it at human colonists resulted in much less than 30s; throwing it again soon after did not result in a stun; seemed to depend on psychic sensitivity}}, during which time the pawn cannot be stunned again. The flare also puts out [[light]] in a 5-tile radius, sufficient to make a {{#expr: {{Lit Radius|5|{{#expr:255+117+108}}}} round 2}} radius considered &amp;quot;Lit&amp;quot;. The flare on the ground lasts for {{Ticks|14400}} before disappearing. &lt;br /&gt;
&lt;br /&gt;
The flare also reveals hostile{{Check Tag|Only?|Only hostiles?}} invisible entities,{{Check Tag|Only?|Only entities? What about psycast invisibility, what about rev spine invisiiblity}} such as the [[sightstealer]] and [[revenant]].{{Check Tag|When?|Is this only in the initial flash, or is this during its entire runtime}} It also renders pawns made invisible by [[revenant vertebrae]] visible. &lt;br /&gt;
&lt;br /&gt;
Up to six flares can be launched before the launcher must be reloaded at a cost of {{Icon small|Bioferrite||5}} [[bioferrite]] per flare. The process takes {{Ticks|60}}. The flares can be reloaded individually or all at once.{{Check Tag|Verify}} The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use flare packs}}&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Inadequate analysis given utility of item and strategies it facilitates. Also general value proposition for crafting, use, and EDC}}&lt;br /&gt;
Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing. Similar to an EMP grenade, entities will adapt to being stunned by flares. &lt;br /&gt;
&lt;br /&gt;
[[Firefoam pop pack]]s can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible.&lt;br /&gt;
&lt;br /&gt;
Disruptor flare packs can be utilized to make temporary illuminated areas during the Unnatural Darkness anomaly event. This can be used to make safe paths towards [[Noctolith]]s without building a line of torches or lamps towards them, saving a lot of time.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Disruptor_flare_pack&amp;diff=150767</id>
		<title>Disruptor flare pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Disruptor_flare_pack&amp;diff=150767"/>
		<updated>2024-09-05T07:28:10Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Summary */ Removing some Verify tags where I can confirm the information is correct.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|utility&lt;br /&gt;
| name = Disruptor flare pack&lt;br /&gt;
| image = Disruptor flare pack.png &lt;br /&gt;
| description = A utility pack that shoots disruptor flares. On impact, the flare burns a capsule of bioferrite, which creates a bright flash and a local psychic disruption. This stuns psychically sensitive creatures, revealing those that are invisible, and reducing their consciousness and movement speed for a short while. Afterwards, the flare continues to burn, lighting up a wide area for some time.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = &lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability base = 0.4&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Disruptor flares&lt;br /&gt;
| work to make = 7200&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Component&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| marketvalue  = 80&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| range = 22.9&lt;br /&gt;
| accuracy = -&lt;br /&gt;
| warmup = 60&lt;br /&gt;
| cooldown = &lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| velocity = 40&lt;br /&gt;
| blastRadius = 7.9&lt;br /&gt;
| defName= Apparel_DisruptorFlarePack&lt;br /&gt;
| has quality = False&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
| defaultOutfitTags = ????&lt;br /&gt;
| thingSetMakerTags = ????&lt;br /&gt;
}}&lt;br /&gt;
The '''disruptor flare pack''' is a [[utility]] item added by the [[Anomaly DLC]] which allows the launching of disruptor flares.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=1) effects section is wrong. 2) So. Many. Check Tags.}} &lt;br /&gt;
{{Image wanted|section=1|reason=1) Light radius image like [[:File:Standing_lamp_illumination_area.png]] 2) Launch flare gizmo}}&lt;br /&gt;
A disruptor flare pack is worn at the waist. Once the wearer is [[draft]]ed, it can be manually activated by the player to launch a flare to target any tile within the range and within [[line of sight]] after a warm-up time of {{Ticks|{{P|Aiming Time Base}}}}. The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.&lt;br /&gt;
&lt;br /&gt;
Upon landing,{{Check Tag|Verify}} disruptor flares inflict the &amp;quot;disruptor flash&amp;quot; hediff on pawns within the {{P|Blast Radius}} tiles, stunning all pawns with a [[psychic sensitivity]] above 0%. This stun lasts for up to {{Ticks|1800}}{{Check Tag|Verify|Throwing it at human colonists resulted in much less than 30s; throwing it again soon after did not result in a stun; seemed to depend on psychic sensitivity}}, during which time the pawn cannot be stunned again. The flare also puts out [[light]] in a 5-tile radius, sufficient to make a {{#expr: {{Lit Radius|5|{{#expr:255+117+108}}}} round 2}} radius considered &amp;quot;Lit&amp;quot;. The flare on the ground lasts for {{Ticks|14400}} before disappearing. &lt;br /&gt;
&lt;br /&gt;
The flare also reveals hostile{{Check Tag|Only?|Only hostiles?}} invisible entities,{{Check Tag|Only?|Only entities? What about psycast invisibility, what about rev spine invisiiblity}} such as the [[sightstealer]] and [[revenant]].{{Check Tag|When?|Is this only in the initial flash, or is this during its entire runtime}} It also renders pawns made invisible by [[revenant vertebrae]] visible. &lt;br /&gt;
&lt;br /&gt;
Up to six flares can be launched before the launcher must be reloaded at a cost of {{Icon small|Bioferrite||5}} [[bioferrite]] per flare. The process takes {{Ticks|60}}. The flares can be reloaded individually or all at once.{{Check Tag|Verify}} The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use flare packs}}&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Inadequate analysis given utility of item and strategies it facilitates. Also general value proposition for crafting, use, and EDC}}&lt;br /&gt;
Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing. Similar to an EMP grenade, entities will adapt to being stunned by flares. &lt;br /&gt;
&lt;br /&gt;
[[Firefoam pop pack]]s can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible.&lt;br /&gt;
&lt;br /&gt;
Disruptor flare packs can be utilized to make temporary illuminated areas during the Unnatural Darkness anomaly event. This can be used to make safe paths towards [[Noctolith]]s without building a line of torches or lamps towards them, saving a lot of time.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Twisted_obelisk&amp;diff=150710</id>
		<title>Twisted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Twisted_obelisk&amp;diff=150710"/>
		<updated>2024-09-04T11:21:51Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Recode|reason=Missing infobox}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Twisted obelisk&lt;br /&gt;
| image = Twisted obelisk.png&lt;br /&gt;
&amp;lt;!-- | description = --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Entity&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- | hp = 1000 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- | destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The '''twisted obelisk''' is one of three [[Obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to give your pawns fleshmass mutations.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The twisted obelisk can spawn in the map as a Major Threat.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Like all Obelisks, the Twisted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk triggers an event or mutation. The chance of this event occurring is on average, once every 24 hours of either suppression or study. &lt;br /&gt;
&lt;br /&gt;
There are 6 possible occurrences and one is selected randomly when the obelisk is triggered: &lt;br /&gt;
&lt;br /&gt;
* [[Flesh whip]] (arm): Provides a {{Q|Flesh whip|Attack 1 Damage}} damage, {{Q|Flesh whip|Attack 1 AP}}% {{AP}}, {{Q|Flesh whip|MeleeDPS}} {{DPS}} [[{{Q|Flesh whip|Attack 1 Type}}]] attack and -1 [[Beauty (Pawn)|Beauty]], 30 HP&lt;br /&gt;
* [[Flesh tentacle]] (arm): 120% Part Efficiency, -1 [[Beauty (Pawn)|Beauty]], 27 HP&lt;br /&gt;
* [[Fleshmass lung]] (lung): +6% [[Pain]], +30% Toxic Environment Resistance, Immunity to Lung Rot and Asthma.&lt;br /&gt;
* [[Fleshmass stomach]] (stomach) +8% Pain, 0% Food Poisoning chance Factor.&lt;br /&gt;
* Turn a nearby tree into a [[Harbinger tree]]&lt;br /&gt;
* Turn a nearby animal into a [[Fleshbeast]]&lt;br /&gt;
&lt;br /&gt;
The mutations target the person studying or suppressing the obelisk and can replace missing limbs and organs. After sufficient study, you can deliberately cause one of first four options. The deliberate options has a cooldown of 5 days. The new Flesh part cannot replace an artificial part. If an artificial part is chosen as the target the obelisk trigger will fail. The obelisk will still go on cooldown if it targeted an artificial part and failed.&lt;br /&gt;
&lt;br /&gt;
Reaching 100% severity through any means, causes the obelisk to explode, drop a [[Shard]], and some [[Wildlife|wildlife]] in the area to turn into hostile fleshbeast. The amount of Wildlife that turns into Fleshbeasts is based on Raid Points. At low raid points only a few animals may transform. If there are insufficient animals, fleshbeasts will emerge from the ground.&lt;br /&gt;
&lt;br /&gt;
The obelisk will then explode.{{Check Tag|Detail|Radius, Damage, Damage type, any left over flames, debris or resource}} Tamed and allied animals remain unaffected.&lt;br /&gt;
&lt;br /&gt;
Attempting to remove the new body part afterwards will cause the removed part to turn into a hostile fleshbeast.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
In terms of effectiveness, Fleshmass limbs and organs are typically inferior to Bionic or Detoxifer{{BiotechIcon}} parts that can be crafted, the exception being the Flesh whip, which has a slightly better dps than the Elbow Blade. However, they are effectively free upgrades, requiring only to wait for the cooldown and patience with the RNG. For colonists with the masochist trait or a colony with the Idealized Pain Precept, the pain that comes from the Fleshmass Lungs and Stomach might even make them preferable to Detoxifier Lungs and Bionic Stomach, respectively.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Possibly a reference to the Markers from dead space, slowly turning Pawns into Fleshbeasts, similar to how the Markers turn Humans into necromorphs&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Twisted_obelisk&amp;diff=150708</id>
		<title>Twisted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Twisted_obelisk&amp;diff=150708"/>
		<updated>2024-09-04T11:20:23Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Summary */  Minor clarification that 100% activity level obelisks drop shards when they activate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Recode|reason=Missing infobox}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Twisted obelisk&lt;br /&gt;
| image = Twisted obelisk.png&lt;br /&gt;
&amp;lt;!-- | description = --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Entity&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- | hp = 1000 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- | destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The '''twisted obelisk''' is one of three [[Obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to give your pawns fleshmass mutations.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The twisted obelisk can spawn in the map as a Major Threat.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Like all Obelisks, the Twisted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk triggers an event or mutation. The chance of this event occurring is on average, once every 24 hours of either suppression or study. &lt;br /&gt;
&lt;br /&gt;
There are 6 possible occurrences and one is selected randomly when the obelisk is triggered: &lt;br /&gt;
&lt;br /&gt;
* [[Flesh whip]] (arm): Provides a {{Q|Flesh whip|Attack 1 Damage}} damage, {{Q|Flesh whip|Attack 1 AP}}% {{AP}}, {{Q|Flesh whip|MeleeDPS}} {{DPS}} [[{{Q|Flesh whip|Attack 1 Type}}]] attack and -1 [[Beauty (Pawn)|Beauty]], 30 HP&lt;br /&gt;
* [[Flesh tentacle]] (arm): 120% Part Efficiency, -1 [[Beauty (Pawn)|Beauty]], 27 HP&lt;br /&gt;
* [[Fleshmass lung]] (lung): +6% [[Pain]], +30% Toxic Environment Resistance, Immunity to Lung Rot and Asthma.&lt;br /&gt;
* [[Fleshmass stomach]] (stomach) +8% Pain, 0% Food Poisoning chance Factor.&lt;br /&gt;
* Turn a nearby tree into a [[Harbinger tree]]&lt;br /&gt;
* Turn a nearby animal into a [[Fleshbeast]]&lt;br /&gt;
&lt;br /&gt;
The mutations target the person studying or suppressing the obelisk and can replace missing limbs and organs. After sufficient study, you can deliberately cause one of first four options. The deliberate options has a cooldown of 5 days. The new Flesh part cannot replace an artificial part. If an artificial part is chosen as the target the obelisk trigger will fail. The obelisk will still go on cooldown if it targeted an artificial part and failed.&lt;br /&gt;
&lt;br /&gt;
Reaching 100% severity through any means, causes the obelisk to explode, drop a shard, and some [[Wildlife|wildlife]] in the area to turn into hostile fleshbeast. The amount of Wildlife that turns into Fleshbeasts is based on Raid Points. At low raid points only a few animals may transform. If there are insufficient animals, fleshbeasts will emerge from the ground.&lt;br /&gt;
&lt;br /&gt;
The obelisk will then explode.{{Check Tag|Detail|Radius, Damage, Damage type, any left over flames, debris or resource}} Tamed and allied animals remain unaffected.&lt;br /&gt;
&lt;br /&gt;
Attempting to remove the new body part afterwards will cause the removed part to turn into a hostile fleshbeast.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
In terms of effectiveness, Fleshmass limbs and organs are typically inferior to Bionic or Detoxifer{{BiotechIcon}} parts that can be crafted, the exception being the Flesh whip, which has a slightly better dps than the Elbow Blade. However, they are effectively free upgrades, requiring only to wait for the cooldown and patience with the RNG. For colonists with the masochist trait or a colony with the Idealized Pain Precept, the pain that comes from the Fleshmass Lungs and Stomach might even make them preferable to Detoxifier Lungs and Bionic Stomach, respectively.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Possibly a reference to the Markers from dead space, slowly turning Pawns into Fleshbeasts, similar to how the Markers turn Humans into necromorphs&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Warped_obelisk&amp;diff=150707</id>
		<title>Warped obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Warped_obelisk&amp;diff=150707"/>
		<updated>2024-09-04T11:18:45Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Summary */ Minor clarification that 100% activity obelisks drop shards and explode.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General page stub.}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Warped obelisk&lt;br /&gt;
| image = Warped obelisk.png&lt;br /&gt;
&amp;lt;!-- | description = --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Entity&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- | hp = 1000 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- | destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The '''Warped Obelisk''' &amp;lt;small&amp;gt;(also referred to as the &amp;quot;Abductor&amp;quot;)&amp;lt;/small&amp;gt; is one three potential [[Obelisk]]s that may arrive at your colony. The '''Warped Obelisk''' will kidnap creatures and colonists on activation, sending them to an alternate dimension called [[The Labyrinth]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The Warped obelisk can spawn in the map as a Major Threat.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Like all Obelisks, the Warped Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk teleports the interacting colonist to the Labyrinth. The chance of this event occurring is on average, once every 24 hours of either suppression or study. &lt;br /&gt;
&lt;br /&gt;
* When it reaches 100% Activity Level the Warped Obelisk will explode, drop a [[Shard]], and teleport random pawns on the map into '''The Labyrinth'''. Colonists, prisoners, and animals all can be teleported. If you attack the obelisk with multiple colonists, it can send more than one to the Labyrinth. They will arrive at different places, but on the same map, speeding up your exploration and giving you more firepower to defend against the threats inside. Do note that the obelisk's explosion is extremely deadly within 1 tile.&lt;br /&gt;
&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk a teleport button will appear. (15-80 day cooldown)&lt;br /&gt;
&lt;br /&gt;
* Inside the '''The Labyrinth''' you can find gray boxes and corpses with food, organs, and weapons.&lt;br /&gt;
&lt;br /&gt;
* Once you have found the warped obelisk inside of '''The Labyrinth''' you can interact with it to be teleported back to your base, however alongside some of its content, which may be flesh beasts, or a lot of corpses that will come alive during the next death pall. When you return the obelisk will be gone.&lt;br /&gt;
&lt;br /&gt;
* To deactivate you need 30 Advanced Anomaly research points from studying the obelisk and two [[Shard]]s. Once deactivated the button is removed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=150705</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=150705"/>
		<updated>2024-09-04T11:14:30Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Summary */  Minor clarification that 100% activity level obelisks drop shards when they activate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
| image = Corrupted obelisk.png&lt;br /&gt;
&amp;lt;!-- | description = --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Entity&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- | hp = 1000 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- | destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Corrupted obelisk''' is one of three [[Obelisk]]s that can appear in the [[Anomaly DLC]]. It is able to clone your colonists.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The corrupted obelisk can spawn in the map as a Major Threat.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Like all Obelisks, the Corrupted Obelisk can be studied for advanced anomaly research, and must be regularly suppressed to prevent its full activation. While being studied or suppressed, there is a chance the Obelisk triggers a cloning event. The chance of this event occurring is on average, once every 24 hours of either suppression or study. &lt;br /&gt;
&lt;br /&gt;
There are 4 possible occurrences and one is selected randomly when the obelisk is triggered: &lt;br /&gt;
&lt;br /&gt;
* '''Hostile Duplicate:''' The duplicate is hostile and will immediately attack. The stronger your colonist the stronger your foe. Can be captured and recruited!&lt;br /&gt;
  &lt;br /&gt;
* Cloned colonist with '''Multiple Organ Decay:''' Several of the duplicate's vital organs have &amp;quot;Organ decay&amp;quot;, which causes increasing pain and reduced efficiency and will eventually kill the pawn. Known cure: Replace the decaying organs.&lt;br /&gt;
  &lt;br /&gt;
* Cloned colonist with '''Duplication Sickness:''' Both the original and the duplicate suffer from lowered consciousness, gets worse over the course of a few days, with the final stage being max 10% consciousness while both are alive. Known cures: Terminate one of the two, Unnatural Healing from creepjoiners and Healer Mech Serum.&lt;br /&gt;
  &lt;br /&gt;
* Cloned colonist with '''Crumbling Mind:''' The duplicate will begin losing all their skills and have a locked consciousness of 60%, After 2-3 days the condition becomes permanent and incurable. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. Known cures for Crumbling Mind: [[healer mech serum]]; Unnatural Healing from creepjoiners; killing them, removing their skull, and reviving with [[resurrector mech serum]] or death refusal. The bioregeneration cycle from biosculpting pods is ''not'' a cure; however, pawns can be placed in [[cryptosleep casket]]s to prevent the crumbling mind from progressing until a cure can be found. Once the condition progresses to Crumbled Mind, it cannot be cured.&lt;br /&gt;
&lt;br /&gt;
The duplicated colonist will have identical mood thoughts, [[Ideoligion]]{{IdeologyIcon}}, injuries, and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}}), but will have no equipment and no artificial body parts except for psylinks and fleshmass organs. Any artificial body parts will be replaced with the healthy, natural form, including all subparts that may be removed by the artificial part (e.g. a [[prosthetic arm]] will be replaced with an organic arm, including the hand and fingers). &lt;br /&gt;
&lt;br /&gt;
Notably, no social opinions are copied to the duplicate, not even familial relationships. There is also no special relationship between the original and duplicate.&lt;br /&gt;
&lt;br /&gt;
If the Activity Level of the Corrupted Obelisk reaches 100% it will explode dropping a [[Shard]] and spawn hostile duplicates to spawn all around your colonists. These duplicates will spawn with the same traits, backstories, skills, and health conditions of your own colonists, but without any gear or bionics. Duplicate spawn randomly in proximity to any colonist. The amount of duplicates that spawn is based on raid points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After 10 Anomaly research at the obelisk a duplication button will appear (30 day cooldown). After 30 Anomaly research at the obelisk, a deactivation button will appear. The obelisk costs 2 [[Shard]]s to deactivate. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s cannot be duplicated, and will instead show a message to that effect.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With a little luck, the corrupted Obelisks can be used to duplicate your most valuable colonists, especially those who have a [[psylink]]{{RoyaltyIcon}}, as both level and psychic powers are duplicated. Have organs or a prisoner ready in case of Organ Decay, and a [[Psychic shock lance]] or [[Shard shock lance]] if the duplicate pawn starts off hostile to maximize your chance of taking them prisoner. a [[Cryptosleep casket]] can be used to preserve a pawn with Crumbling Mind if you lack a [[Healer mech serum]]. That leaves only cases where the duplicate pawn begins to negatively affect the original as the outcome that prevents you from eventually gaining a pawn. &lt;br /&gt;
&lt;br /&gt;
One way to reliably get a hostile duplicate captured is to do this:&lt;br /&gt;
1. Make the colonist you are duplicating take go juice.&lt;br /&gt;
2. wait 10~ hours until only around 6 hours of go juice is left.&lt;br /&gt;
3. duplicate colonist. &lt;br /&gt;
4. have you pawns punch the duplicate until it reaches more than 10% pain(you probably want a few percent more)&lt;br /&gt;
5. have your colonists run around in circles for a few hours until go-juice expires.&lt;br /&gt;
6. duplicate will be downed, but death on down doesn't apply.&lt;br /&gt;
7. capture duplicate.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use the new Death Refusal ritual to cure Crumbling Mind, Duplication sickness and Organ Decay. Simply put Death Refusal on the new pawn, kill them (destory their brain in case of Crumbling Mind via rip scanner or extract skull) and resurrect them. They will come back healthy.&lt;br /&gt;
&lt;br /&gt;
If you attacked the obelisk, it's activity level will rise. When it reaches full, it will duplicate up to 30 of you colonists depending on raid points, all of them being hostile to you. However this can be abused to mass cloning god pawns by following the method below:&lt;br /&gt;
&lt;br /&gt;
*  Have your god pawn anesthetized&lt;br /&gt;
*  Send all other pawn (except ghouls) on a caravan resting right outside your colony&lt;br /&gt;
*  Have ghoul attack obelisk to trigger the duplication&lt;br /&gt;
*  Since your god pawn is the only pawn on the map, it will be duplicated 30 times&lt;br /&gt;
*  However your god pawn's &amp;quot;anesthetized&amp;quot; status will also be duplicated, meaning all duplicated pawns are harmless&lt;br /&gt;
*  Have your caravan come back and capture all the helpless duplicates&lt;br /&gt;
*  Profit&lt;br /&gt;
&lt;br /&gt;
When duplicated, the effect of &amp;quot;Touching the Void&amp;quot;, psionic abilities, and xenogens are preserved. Therefore, it may be worth waiting for the full passage of the Anomaly DLC and gaining all psi abilities, before massively duplicating one colonist through anesthesia and bringing activity to 100%. In this way, you can get a lot of incredibly powerful colonists.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard_beacon&amp;diff=148306</id>
		<title>Shard beacon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard_beacon&amp;diff=148306"/>
		<updated>2024-07-26T09:58:24Z</updated>

		<summary type="html">&lt;p&gt;Bork: Adding construction cost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|the building that improves [[psychic rituals]]|the building that improves [[containment]]|Shard inhibitor}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Shard beacon&lt;br /&gt;
| image = Shard beacon.png&lt;br /&gt;
| type = Building &lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The recipe for the Shard Beacon is unlocked upon completing the [[Research#Anomaly|Advanced psychic rituals]] research in the [[Anomaly (DLC)|Anomaly]] tab.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section =1|reason = General but also range}}&lt;br /&gt;
Shard Beacons improve the quality of [[Psychic rituals]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} with four Beacons.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analyisi}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Factions&amp;diff=146519</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Factions&amp;diff=146519"/>
		<updated>2024-06-17T15:50:37Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Improving Relations */  Minor clarification that the silver/market value cost of goodwill isn't fixed, precise curve needs to be dug out of the code at a future date and preferrably put into a small chart.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Factions''' are the main source of NPC interactions in-game. They are organisations whose members may appear as [[visitor]]s, [[trader]]s, [[guest]]s, or [[raiders]] depending on the faction's type and relationship with the player's faction, or in their own [[faction base]]s around the map. For most factions, the [[#Faction relations|relationship]] between them and the player can vary depending on the actions the player takes. This can result in allies sending reinforcements or trade caravans, or new enemies to [[raid]] you. Other factions are permanently hostile and exist only to send attacks.&lt;br /&gt;
&lt;br /&gt;
Starting 1.3, you can set which faction can exist for your current gameplay setup when creating worlds. However, at 1.4, the limitation for how many can exist are 12, excluding Mechanoid Hive and Insect geneline. [[Biotech]] replace some of the starting faction with its Xeno-type faction as default, but both types can still be placed.&lt;br /&gt;
&lt;br /&gt;
Human-led factions will also occasionally provide [[quests]].&lt;br /&gt;
&lt;br /&gt;
==Human-led factions==&lt;br /&gt;
The most common factions on rimworlds are made up of humans, with settlements all over the world (and other worlds, in the case of empires).&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|center|An example of the different factions with leaders in 1.1, including the Empire from the [[Royalty DLC]] ]]&lt;br /&gt;
Human factions always have a leader, and are displayed by default in the faction tab.&lt;br /&gt;
&lt;br /&gt;
===Tribes===&lt;br /&gt;
{{Main|Tribes}}&lt;br /&gt;
''&amp;quot;These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are a mostly nomadic people who live off the land using primitive tools and weapons. Despite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The tribes are groups of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirt.  People from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from Galician, such as 'miñoca', 'legua', etc.&amp;lt;ref&amp;gt;https://www.reddit.com/r/RimWorld/comments/2sm3ak/comment/cnslco5/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button&amp;lt;/ref&amp;gt; They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. &lt;br /&gt;
&lt;br /&gt;
This faction is a formidable ally and foe alike, and may start off as either of them. They may not be as dangerous as pirates, but they are not insignificant.&lt;br /&gt;
&lt;br /&gt;
==== Gentle tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Gentle tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this tribe will have a random Ideoligion.&lt;br /&gt;
&lt;br /&gt;
==== Fierce tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe values warlike dominance; it may be difficult to turn them into an ally.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Fierce tribes always start off hostile towards your colonists, as well as to all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.&lt;br /&gt;
&lt;br /&gt;
In 1.0 or earlier, they used to be known as savage tribes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this tribe will have a random Ideoligion.&lt;br /&gt;
&lt;br /&gt;
===== Fierce Neanderthal Tribe =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;An unfriendly, territorial tribe of Neanderthals. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe won't hesitate to bash in the skulls of anyone them deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability. &lt;br /&gt;
&lt;br /&gt;
Having been on the planet for countless generations, they have no memory how they got here. They might be the descendants of a neanderthal service caste from a dead civilization, or even the leftovers from some ancient science experiment.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Neanderthal Tribe is available as a subtype of the fierce tribe. Members of this faction will always be of the Xenotype &amp;quot;Neanderthaler&amp;quot;. These faction replace the default appearing faction for Fierce Tribe faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Savage tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe is driven by a blood-and-honor culture; you will not be able to ally with them!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Savage tribes always start off hostile towards your colonists and all other factions. They are permanently hostile and cannot be befriended in any ways.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this tribe will always have an Ideoligion with &amp;quot;Raider&amp;quot; as one of the Memes.&lt;br /&gt;
&lt;br /&gt;
===== Savage Impid Tribe =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A vicious tribe of yellow-skinned, fire-spewing impids. This particular tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Having been here for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Impid Tribe is available as a subtype of the savage tribe. Members of this faction will always be of the Xenotype &amp;quot;[[Impids|Impid]]&amp;quot;. These faction replace the default appearing faction for Savage Tribe faction.&lt;br /&gt;
&lt;br /&gt;
==== Cannibal tribe ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
''&amp;quot;This particularly vicious tribe believes eating the flesh of their enemies is a great honor.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Optionally available as spawned faction at world creation, Cannibal tribes always starts off permanently hostile towards your colonist and all other factions, with no way of befriending them. &lt;br /&gt;
&lt;br /&gt;
These tribe will always have an [[Ideoligion|ideoligions]] with &amp;quot;Cannibal&amp;quot; as one of the Memes.&lt;br /&gt;
&lt;br /&gt;
==== Nudist tribe ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
''&amp;quot;This particular tribe believes that covering one's body is wrong.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Optionally available as spawned faction at world creation, Nudist tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
This tribe will always have an Ideoligion with the &amp;quot;Nudist&amp;quot; meme.&lt;br /&gt;
&lt;br /&gt;
===Outlanders===&lt;br /&gt;
{{Main|Outlanders}}&lt;br /&gt;
''&amp;quot;These people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple machinery and defend themselves with advanced gunpowder weapons. They are concerned with the practical matters of trade, trust and survival.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Outlanders use the same equipment and technology as pirates, but do not behave the same. Outlanders may or may not be hostile. Due to their similarity to your colony they can be considered the standard faction. They often use similar equipment and tactics as normal pirates, but rarely use high level gear such as [[sniper rifle]]s. Be nice to them and you will be rewarded, but anger them and you basically have another pirate group, except this one can be negotiated with.&lt;br /&gt;
&lt;br /&gt;
==== Civil outlander union ====&lt;br /&gt;
''&amp;quot;This particular group holds civil behavior in high regard.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Civil outlander unions always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this faction's Ideoligion will either have the Collectivist or Individualist meme, any other meme is disallowed for this faction.&lt;br /&gt;
&lt;br /&gt;
==== Minor Civil Outlander Union ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
This union is self-generated faction that only appear during any of the quest &amp;quot;Outlander's Visit&amp;quot; and disappears after either all the pawns spawned from this faction dies from said quest, or they send the reward as thanks for letting them leave the place without getting them killed. It follows the same ideoligion as that of any Civil outlander union within the game, but any pawns that appears from this union from said quest will always follow the ideoligion of the relic they are visiting to venerate. They start off as neutral, but can become hostile if they are harmed by your faction's pawn.&lt;br /&gt;
&lt;br /&gt;
==== Rough outlander union ====&lt;br /&gt;
''&amp;quot;This particular group has a streak of barbarity in them.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Rough outlander unions always start off hostile towards your colonists, as well as all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this faction will always have the Supremacist meme.&lt;br /&gt;
&lt;br /&gt;
===== Rough Pig Union =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A loose union of hardy pigskin townships. They're willing to make friends, even with Thinsnouts, but they're also ready to toss a bomb and gnaw human gristle when it suits them. Treat them with respect, and they'll offer a trotter to an ally in need. Turn against them and the last thing you hear might be a triumphant battle squeal&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Rough Pig Union is available as a subtype of the rough outlander Union. Members of this faction will always be of the Xenotype &amp;quot;Pigskin&amp;quot;. These faction replace the default appearing faction for Rough outlander union.&lt;br /&gt;
&lt;br /&gt;
==== Refugees ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
''&amp;quot;A group of outlander refugees claiming to have lost their home.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
A hidden outlander micro-faction create for each instance of the [[Quests#Refugee_Hospitality|Refugee Hospitality]] quest. It contains only the pawns involved in that quest and is used to handle their relations with the player colony.&lt;br /&gt;
&lt;br /&gt;
It is made up of pawns with the Outlander (95%) and Offworld (5%) [[backstories]]. They have an industrial tech level. The head of the faction is called the &amp;quot;Leader&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, these refugees will have a random Ideoligion.&lt;br /&gt;
&lt;br /&gt;
===Pirates===&lt;br /&gt;
{{Main|Pirates}}&lt;br /&gt;
''&amp;quot;A loose confederation of pirate gangs who've agreed to mostly fight outsiders instead of fighting each other. Pirates don't sow, they don't build, and they rarely trade. Driven by a blood-and-honor culture that values personal strength and ruthlessness, they enrich themselves by raiding and robbing their more productive neighbors. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Pirates sport modern weapons and gear, though occasionally use advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the [[comms console]]). Pirates are the primary source of raids, usually attacking from the sides and occasionally dropping directly on your base. They kidnap incapacitated colonists if you leave them within reach, but do not kidnap your prisoners (exploit prevention vs players easing their leave).&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, this pirate gang will always have an Ideoligion with &amp;quot;Raider&amp;quot; as one of the Memes.&lt;br /&gt;
&lt;br /&gt;
==== Cannibal Pirate Gang ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
''&amp;quot;This particular gang of pirates are cannibal&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Optionally available as spawned faction at world creation and much like the original pirates, these pirates cannot be negotiated in any ways and are permanently hostile towards every other faction.&lt;br /&gt;
&lt;br /&gt;
These gangs will always have an [[Ideoligion|ideoligions]] with &amp;quot;Cannibal&amp;quot; as one of the Memes.&lt;br /&gt;
&lt;br /&gt;
==== Yttakin Pirates ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A close-knit band of hulking, fur-bodied pirates of the yttakin xenotype. They refuse to deal with outsiders and are quick to call their animal warriors against those who disrespect them - or whose wealth they intend to take. Originally engineered to populate the icy planet Yttak, yttakin now pursue their traditional lifestyle on many worlds.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Yttakin Pirates are available as a pirate band. Members of this faction will always be of the Xenotype &amp;quot;Yttakin&amp;quot;. These faction replace the default appearing faction for Pirate faction, along with Waster Pirates.&lt;br /&gt;
&lt;br /&gt;
==== Waster Pirates ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A loose collection of violent pirate bands made up primarily of wasters - xenohumans engineered to thrive around toxins and pollution. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With [[Biotech]] enabled, the Waster Pirates are available as a pirate band. Most members of this faction will be of the Xenotype &amp;quot;Waster&amp;quot;. These faction replace the default appearing faction for Pirate faction, along with Yttakin Pirates.&lt;br /&gt;
&lt;br /&gt;
=== Empire ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{main|Empire}}&lt;br /&gt;
&lt;br /&gt;
An ultratech refugee society from another planet, organized along feudal lines. They lived for thousands of years in a stable multi-planet empire with a strict caste system, an intricate code of warrior ethics, and enforced cultural stasis. Invaded by powerful outsiders, they fled. Despite losing almost all of their people, their fleet and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, the Empire will always have the Loyalist and Collectivist memes.&lt;br /&gt;
&lt;br /&gt;
==Leaderless factions==&lt;br /&gt;
These factions don't have a single leader, but they still show up in the game (usually to cause trouble)&lt;br /&gt;
[[File:HiddenFactions.png|700px|thumb|center|An example of hidden factions in 1.1]]&lt;br /&gt;
&lt;br /&gt;
===Mechanoids===&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. They come in five forms:  [[Centipede]]s, [[Lancer]]s, [[Pikeman|Pikemen]], [[Scyther]]s and [[Termite]]s.&lt;br /&gt;
&lt;br /&gt;
Centipedes are the Mechanoids' heavy units, equipped with a [[minigun]], [[inferno cannon]], or [[heavy charge blaster]], as well as remarkably tough armor. Centipedes are capable of dealing a great amount of damage to your colony. Their primary purpose is to soak up damage from static defenses while suppressing enemy infantry's movements. They move very slowly, making hit-and-run or kiting attacks possible.&lt;br /&gt;
&lt;br /&gt;
Scythers are the Mechanoids' melee units. They use special scyther blades that are attached to their bodies and cannot be removed. They are very deadly in hand-to-hand combat, and it's easy to lose limbs to a scyther. They are best engaged from a distance.&lt;br /&gt;
&lt;br /&gt;
Lancers are the Mechanoids' light ranged units, equipped with a [[charge lance]]. Lancers can deal a great amount of damage per shot with their weapons, and their range means that they can attack [[mini-turret]]s without retaliation. Their primary purpose is to pick off defenders. If possible, take them out first, as their weapons can do significant and possibly lethal damage in the first shot if not stopped in time.&lt;br /&gt;
&lt;br /&gt;
Pikemen are the Mechanoids' snipers, equipped with a [[needle gun]]. They deal low damage per shot but have immense range and accuracy. They do pathetic damage in melee and can be quickly dispatched with a single melee pawn.&lt;br /&gt;
&lt;br /&gt;
Termites are the Mechanoids' breachers, equipped with a [[thump cannon]]. While they do not do as much damage towards a colonist compared to other mechanoids, their weapons are a giant bane towards most of the structure, particularly walls. The damage done to any structures are incredibly devastating, and they are often accompanied by nearby mechanoids which only attacks within range or for the scyther's case, proximity of any hostile. If the termites are killed, any mechanoids following it will immediately seek and kill/destroy hostile targets.&lt;br /&gt;
&lt;br /&gt;
Once killed, all Mechanoids leave a corpse which can be broken down at a [[machining table]] for metal and components. &lt;br /&gt;
&lt;br /&gt;
A Mechanoid attack can easily destroy an unprepared colony. They have a decent combat AI that utilizes each unit's strengths, making them a dangerous enemy to face. Mechanoids are the enemies of the [[Events|&amp;quot;Ancient Ship Crash&amp;quot; event]], in which they will emerge from the wreckage of their ship and attack if a colonist attacks it.&lt;br /&gt;
&lt;br /&gt;
===Insectoids===&lt;br /&gt;
{{Main|Insectoids}}&lt;br /&gt;
&lt;br /&gt;
These insectoids appear after the event &amp;quot;Infestation&amp;quot; or &amp;quot;Too Deep: Infestation&amp;quot; in tiles with overhead mountain as the roof. This can be viewed using the roof view tool at the bottom right of the screen. They include the [[spelopede]], the [[megaspider]], and the [[megascarab]]. Unlike Mechanoids, the Insectoids build bigger bases than a poison/psychic ship(similar to mechanoid clusters) and the hives act like the Mechanoid assembler. While the mechanoid assembler produces nothing but mechanoids, the hives produce [[Insect jelly|insect jelly]]. Insectoids will have to dig areas under mountains to expand. These infestations act like sieges.&lt;br /&gt;
&lt;br /&gt;
===Ancients===&lt;br /&gt;
{{Main|Ancients}}&lt;br /&gt;
Ancients are another unlisted faction, comprised of ancient soldiers that are found within cryptosleep caskets that may be found inside [[ancient shrine]]s. No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack, as the ancient soldiers are frequently hostile. Ancient soldiers often wield high-tech weaponry and powerful armor, making them very dangerous. However, since they typically have low recruitment difficulty, managing to subdue them can quickly yield skilled colonists. Ancient soldiers formerly fell under the Spacer faction, and were known as Space soldiers.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] DLC is enabled in the game, the Ancients will always follow the last Ideoligion in the list, which is white in colour and has the Loyalist, Transhumanist and Human primacy memes by default.&lt;br /&gt;
&lt;br /&gt;
=== Entities ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Main|Entities}}&lt;br /&gt;
All hostile entities make up an unlisted faction, simply referred to as &amp;quot;Dark entities&amp;quot;. They can vary from basic entities like [[Shambler]]s, [[Ghoul]]s, and [[Fleshbeast]]s, up to more advanced ones such as [[Revenant]]s and [[Metalhorror]]s. Hostile [[Creepjoiner]]s and aggressive duplicates may also be assigned to this faction. The dark entities are permanently hostile to all other factions, with the exception of [[Insectoids]].&lt;br /&gt;
&lt;br /&gt;
=== Cult ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Cults are an unlisted faction, comprised of crazed cultists that has the capability of conducting Anomaly-based dark rituals upon raiding the colony multiple times. They have the capability of either causing [[Skip]] abduction, or drawing out [[Fleshbeast]]s from their ritual if not dealt with. While they usually come equipped with Neolithic-based equipment, some of the cultist may have additional appendages when arriving under siege.&lt;br /&gt;
&lt;br /&gt;
=== Minor &amp;quot;Gentle&amp;quot; Tribe ===&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
These tribes are self-generated faction that only appears during any of the subquest &amp;quot;The Villager's&amp;quot; for &amp;quot;The &amp;lt;RELIC&amp;gt; of &amp;lt;IDEOLOGION&amp;gt;&amp;quot; and disappears completely after the sub-quest is concluded. They start off as neutral, but should any of the following action be taken:&lt;br /&gt;
* Attacking any of the tribe members, even if indirect&lt;br /&gt;
* Attempting to hack the terminal&lt;br /&gt;
* Wait for more than 10 hours in their map&lt;br /&gt;
&lt;br /&gt;
They will immediately become hostile and start attacking.&lt;br /&gt;
&lt;br /&gt;
A giant wave of them will also arrive from the edges within 2 hours should you take too long to send your colonist away after hacking the terminal.&lt;br /&gt;
&lt;br /&gt;
==Factionless humans==&lt;br /&gt;
There are two types of humans who don't have a faction:&lt;br /&gt;
* '''Space refugees''' land in crashed transport pods.  They will be injured on landing and can be rescued or imprisoned. &lt;br /&gt;
* '''Wild men / women''' wander in from time to time.  They can be recruited by assigning a colonist to tame them.&lt;br /&gt;
&lt;br /&gt;
In both case, if [[Ideology]] DLC is enabled in the game, these will always appear with randomized Ideoligions and have no set ideoligions as a whole.&lt;br /&gt;
&lt;br /&gt;
== Faction naming ==&lt;br /&gt;
Each on-world faction has a randomly generated name for it.&lt;br /&gt;
&lt;br /&gt;
*Outlanders have more peaceful and political names such as 'pan-global covenant', 'confederation', or simply a randomly put-together name.&lt;br /&gt;
*Tribals tend to use their natural environment, including words like 'mountain' in their names. They may also use Galician words.&lt;br /&gt;
*Pirates generate more 'badass' and violent names. They also tend to use intimidating or predatory animal or weapon names.&lt;br /&gt;
*Mechanoids always generate with a short, futuristic-sounding name followed by 'mechhive'.&lt;br /&gt;
*The Empire{{RoyaltyIcon}} will generate with an imperial-sounding name, being referred to as an 'Empire', 'Dominion' or 'Imperium', for example.&lt;br /&gt;
*Waster pirates{{BiotechIcon}} will use trash words, such as 'garbage', 'filth', or 'venom', followed by a collective noun such as 'crew' or 'party'.&lt;br /&gt;
*Pig unions{{BiotechIcon}}, impid tribes{{BiotechIcon}}, and yttakin pirates{{BiotechIcon}} will use names similar to that of their respective xenotypes.&lt;br /&gt;
&lt;br /&gt;
Some factions will always generate with a fixed name.&lt;br /&gt;
&lt;br /&gt;
*Insect genelines will always generated with the name 'Sorne Geneline'.&lt;br /&gt;
*Ancients, both neutral and hostile, always generate with the name 'Ancients'.&lt;br /&gt;
*Cultists{{AnomalyIcon}} will always use the name 'The Servants of Horax', and additionally, if [[Ideology]] is active, they will always generate with a fixed [[Ideoligion]] named 'Nightmare Deep'.&lt;br /&gt;
**Despite this being their in-game name, the letter label used to inform of their arrival simply states 'Raid: Horax cultits'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Alpha 16 the faction name generator has been changed to generate more varied and interesting names, and is now separate from name generation of settlements.&lt;br /&gt;
&lt;br /&gt;
== Faction bases ==&lt;br /&gt;
{{Main|Faction base}}&lt;br /&gt;
Factions have many bases generated when the world is created, which can be traveled to by forming a [[caravan]] or launching [[transport pod]]s. Going to neutral or friendly factions will initiate a trade. Sending them to a hostile faction will start an assault on that base, which can be destroyed once the enemy flees. Then you have 24 hours to collect all the items you want before a caravan is automatically created to leave.&lt;br /&gt;
&lt;br /&gt;
Destroying all bases of a Faction effectively eradicates them.&amp;lt;ref&amp;gt;https://ludeon.com/forums/index.php?topic=32761.msg340417#msg340417&amp;lt;/ref&amp;gt; A defeated faction cannot send raids or appear in quests.&lt;br /&gt;
&lt;br /&gt;
== Faction relations ==&lt;br /&gt;
{{Stub|section=1|reason=1) How does the weighting towards default goodwill work 2) How is goodwill from gifts calculated (via drop pod to faction base, by human to faction base, by human to trader - see FactionGiftUtility}} &lt;br /&gt;
In RimWorld, one of the key gameplay features is the raids by enemy factions. When a new world is generated, various factions within the world are also added. These factions have varying relationships with your colony, and all of them may be your enemy from the start. As time progresses and your colony accumulates more wealth and grows larger, it may be a good idea to attempt to improve these relationships to even eventually have an ally to call upon in the worst of times.&lt;br /&gt;
&lt;br /&gt;
=== Relationship status ===&lt;br /&gt;
&lt;br /&gt;
There are three levels of relations that you can be with others; '''hostile''', '''neutral''' and '''ally'''.  Different types of factions (e.g. outlander, gentle tribal, savage tribal, etc.) have different default levels, and any changed relations will tend to, slowly, gravitate back toward that default. This means that you not only need to change the '''goodwill''' between your colonists and another faction to change your status with that faction, but you must then also maintain it if you wish to continue with that newfound status (and some factions are harder than others to maintain).&lt;br /&gt;
&lt;br /&gt;
Your current status with any faction on the map can be seen by clicking the (unlabeled) &amp;quot;Factions&amp;quot; icon (bottom of screen, far right, next to the Menu icon).&lt;br /&gt;
&lt;br /&gt;
*'''Hostile''' factions send raids towards your base. They are not interested in trade of any kind.&lt;br /&gt;
*'''Neutral''' factions can be traded with if you or they visit the other with a [[caravan]], but will not respond to any [[comms console]] requests.&lt;br /&gt;
*'''Allied''' factions, in addition to trading, may send military assistance to bolster your defenses, as well as leave gifts in return. They will also respond to comms console requests for specific [[traders]], and (for outlanders) emergency military aid.&lt;br /&gt;
&lt;br /&gt;
To turn a hostile faction neutral, you must increase goodwill above 0. For a neutral faction to turn hostile, goodwill must decrease below -75. To make a neutral faction your ally, you must increase goodwill above 75, in which case they will remain allies until it reaches 0. The maximum goodwill possible is +100. Note that all [[Tribes#Savage_tribe|Savage tribes]] and [[Pirates]] factions have their Goodwill locked at -100, so any gestures to improve relations are wasted; they will remain &amp;quot;Hostile&amp;quot; throughout the game, immune to your best efforts.&lt;br /&gt;
&lt;br /&gt;
=== Improving Relations ===&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to boost relations with factions. Note that none of these work on pirates or savage tribes.&lt;br /&gt;
&lt;br /&gt;
* Via [[Events]]:&lt;br /&gt;
** Rescue one of their fallen faction members, take them in as a [[guest]] and treat them. They may have been part of an [[Events#Transport_pod_crash|event]], or a fallen [[visitor]] or [[trader]], but you didn't (directly) cause their injuries.  Returning a faction member in “good health” to the edge of the map and effectively to the faction members will improve the goodwill by +16. This means the member must be fully treated at that time, but it does not matter if he has not fully healed, has permanent health damage such as scars or removed organs, or is sick. (As of Update 1.4.3704, rescuing fallen faction members does not improve good will. It is unclear if this is a bug or intentional)&lt;br /&gt;
** [[Events#Bandit camp opportunity|Destroying raider outposts]] bothering another faction improves relations by 8 and comes with a material reward, for each outpost destroyed.&lt;br /&gt;
** Fulfilling [[Events#Caravan request|trade requests]], at a rate of +12 per request.&lt;br /&gt;
* Destroying faction bases of mutual enemies gives +20 goodwill.&lt;br /&gt;
* Returning a [[prisoner]] usually gives a +12 boost, or +15 if the shift moves relations toward &amp;quot;natural goodwill&amp;quot; (viewable in the [Factions] tab, bottom right of the screen). However, for factions that are &amp;quot;always hostile&amp;quot; (i.e. [[pirates]] and [[savage tribe]]s), there is never any relation bonus.&lt;br /&gt;
* Trading will also boost relationships, at a rate of +1 per 500 silver traded.&lt;br /&gt;
* Sending them gifts can help improve relations, at a variable rate of +1 per 40-160 silver/market value gifted depending on current goodwill with lower goodwill corresponding to a lower silver cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Legacy methods: &lt;br /&gt;
:* In Beta 18 or earlier, you can contact them on the [[comms console]] and give them 300 silver for +13 base goodwill boost (greatly depends on social skill and talking ability) if you have at least -70 rep.&lt;br /&gt;
:* In 0.19/1.0, you can give gifts by giving them to incoming trader caravans, send caravans to offer them, or send them via [[transport pod]] to their faction bases. The goodwill boost is proportional to the market value of the gifts given, with 160 worth of items or silver providing +1 rep boost.&lt;br /&gt;
&lt;br /&gt;
=== Damaging Relations ===&lt;br /&gt;
&lt;br /&gt;
There are several ways to make an enemy out of a faction, most being unintentional. &lt;br /&gt;
&lt;br /&gt;
#When you call for reinforcements from an ally, this damages relations. However, this alone is unable to make a faction hostile to you as below a certain goodwill threshold, allied factions will not accept requests for military aid.&lt;br /&gt;
#Arresting a visiting faction member will set relations to -75 (Hostile), instantly making enemies out of any remaining faction members on the map.  If they were already leaving, however, they will continue to do that instead of attacking you.&lt;br /&gt;
#Removing organs or limbs without a valid reason (such as infection) also lowers reputation by 20. Extracting [[Hemogen|hemogen]] {{BiotechIcon}} from a prisoner lowers reputation by 1, although Bloodfeeding does not damage reputation.&lt;br /&gt;
#If visiting allies and animals are injured or killed from non-hostile faction sources such as animals or traps, this will damage relations by -5 for each dead member. While it may not seem fair that relations are damaged when friendlies are harmed by something beyond the player's direct control, the game is behaving correctly.&amp;lt;ref&amp;gt;https://ludeon.com/forums/index.php?topic=32929.msg339784#msg339784&amp;lt;/ref&amp;gt; Hostile factions are not affected, and attacks from pirates won't greatly damage relations.&lt;br /&gt;
#Settling near a faction base (4 or fewer tiles away) will continuously damage relations every quadrum- the closer you are the more reputation damage every quadrum.&lt;br /&gt;
#Stripping a downed pawn will damage relations with their faction by 40 points. Dropped weapons and other items can be collected without penalty. Corpses can also be stripped without penalty.&lt;br /&gt;
#Casting hostile or neutral [[psycasts]]{{RoyaltyIcon}} on the members of a neutral or allied faction will damage your relation with them. The relation will be damaged even if the pawn was temporarily under your control for the purpose of a quest. In some cases, this may seem very unfair. For example, casting Skip on a downed ally to rescue them without exposing your own colonist to enemy fire will damage your relation with their faction. &lt;br /&gt;
#Dumping [[Toxic wastepack|toxic wastepacks]] {{BiotechIcon}} via drop pod or caravan will harm relations, and potentially cause them to retaliate with sending wastepacks back.&lt;br /&gt;
&lt;br /&gt;
Prior to 1.0 hitting faction members by accident also caused relation damage.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
{{for|strategies for defense against raids|Defense tactics}}&lt;br /&gt;
{{for|strategies for attacks against hostile factions|Offense tactics}}&lt;br /&gt;
A faction's relationship with you in the game will determine how they interact with your colony, be it anything from just passing by to a full-scale attack.&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
Of course, one of the things that an enemy will do is attempt to raid your colony. The more they do it, and the richer you are, the stronger the attacks become as time progresses. For a detailed explanation as to what can happen, visit the page [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
==== Leader Assault ====&lt;br /&gt;
Occasionally the faction leader will direct the assault on your base in person. Killing them will grant a mood boost to the whole colony and will trigger a 'Leader replaced' event. If you capture and successfully recruit them, they will also be replaced.&lt;br /&gt;
&lt;br /&gt;
=== Faction Assistance ===&lt;br /&gt;
Normally, this event will only occur if the player triggers it by asking for help in the comms console. Your allies will then spawn in a varying amount of troops near the edge of the map, making their way toward your base. The moment one of ''their'' enemies is spotted, they will begin to enter defensive positions and attack them. If they survive, they will then leave the map after a period of time.  Allies might also send help on their own. If enemies appear on your map, allied Factions can occasionally send military aid to help you out without losing any relation points or silver.  Note that rescuing any downed allies is a good way to keep relations high with them.&lt;br /&gt;
&lt;br /&gt;
=== Travelers ===&lt;br /&gt;
This is when a friendly or neutral faction's members pass by the colony on their way from one end of the map to the other. The only time they spend on the map is walking from one end of it to another to then leave the map. Nothing special about that.&lt;br /&gt;
&lt;br /&gt;
They will fight if they happen to encounter any hostiles while passing by.&lt;br /&gt;
&lt;br /&gt;
=== Visitors ===&lt;br /&gt;
This is when a group of people or a single person makes their way from the edge of the map where they spawned to your colony to just mill around there for a while and then leave the way they came. Sometimes they may have a few items to trade.&lt;br /&gt;
&lt;br /&gt;
This has no impact on relations with the faction, but can be nice if a common enemy attempts to raid you while they are there.&lt;br /&gt;
&lt;br /&gt;
=== Trade Caravan ===&lt;br /&gt;
This is when a group of people come to [[trade]] with your colony. They often come with pack animals, and more goods and money to trade with than regular visitors.&lt;br /&gt;
&lt;br /&gt;
They can come on their own randomly, or be called to visit through the use of a [[comms console]]. Doing so will cost 15 goodwill (or 700/1100 silver prior to 1.0). They take two days to arrive, and you can call one per faction every four days.&lt;br /&gt;
&lt;br /&gt;
Factions tend to have trade items based on their [[Lore#Tech_levels|tech level]], though this is not an absolute rule.&lt;br /&gt;
&lt;br /&gt;
* See [[Trade#Types_of_traders|Trade/Types of traders]] for more information&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
New events implemented in Alpha 17. They usually require you go somewhere in order to claim a reward.&lt;br /&gt;
&lt;br /&gt;
After finishing a quest, there are 60 hours for you to reform your caravan before enemy reinforcements arrive.&lt;br /&gt;
&lt;br /&gt;
== Xenotypes and Factions ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
&lt;br /&gt;
With Biotech pawns belonging to a type of faction have different chances to be of a certain Xenotype. Pawns coming from Tribes, and from every &amp;quot;Xenotype&amp;quot;-Faction except for the Waster pirates always belong to just one Xenotype (Tribes to the Baseliner Xenotype, and the other factions to their respective xenotypes), while the pawns from the other factions are more varied.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Baseliner !! Hussar !! Dirtmole !! Genie !! Neanderthal !! Pigskin !! Impid !! Yttakin !! Waster&lt;br /&gt;
|-&lt;br /&gt;
| Civil Outlander Union || 85% || 5% || 5% || 2.5% || 2.5% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Rough Outlander Union || 85% || 5% || 5% || 2.5% || 2.5% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Rough Pig Union || 0% || 0% || 0% || 0% || 0% || 100% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Gentle Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Nudist Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Fierce Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Fierce Neanderthal Tribe || 0% || 0% || 0% || 0% || 100% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Savage Tribe || 100% || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Savage Impid Tribe || 0% || 0% || 0% || 0% || 0% || 0% || 100% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Pirate Gang || 70% || 5% || 10% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5%&lt;br /&gt;
|-&lt;br /&gt;
| Yttakin Pirates || 0% || 0% || 0% || 0% || 0% || 0% || 0% || 100% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Waster Pirates || 2.5% || 5% || 5% || 2.5% || 5% || 2.5% || 2.5% || 2.5% || 72%&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal Pirate Gang || 70% || 5% || 10% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5%&lt;br /&gt;
|-&lt;br /&gt;
| Shattered Empire || 70% || 15% || 0% || 10% || 5% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Horax Cult || 85% || 5% || 5% || 2.5% || 2.5% || 0% || 0% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Dark Entities (Shamblers) || 70% || 5% || 10% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - [[Raider]]s now come from specific factions. Pawns of warring factions now fight. Pawns now spawn with backstories from appropriate spawn category for their faction. Tribals now have tribal specific names. Faction relations change over time. Faction relations now measured on a -100 to 100 scale instead of 0-100. Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Friendly factions will not help you fight their own friends. Groups from non-hostile factions visit the colony&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - trade caravan from other factions added.&lt;br /&gt;
* 1.1 - Faction icons are now differentiated by shape as well as color, to help out colorblind players. Added confirmation dialog before attacking friendly factions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: When a faction is defeated the faction goodwill number and relation label overlap.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{nav|factions}}&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y4sgjzsy60weapfo&amp;topic_postId=y4tcu2rp86fw7gw4&amp;topic_revId=y4tcu2rp86fw7gw4&amp;action=single-view</id>
		<title>Topic:Y4sgjzsy60weapfo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y4sgjzsy60weapfo&amp;topic_postId=y4tcu2rp86fw7gw4&amp;topic_revId=y4tcu2rp86fw7gw4&amp;action=single-view"/>
		<updated>2024-05-15T13:50:20Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Bork&quot; class=&quot;mw-userlink&quot; title=&quot;User:Bork&quot;&gt;&lt;bdi&gt;Bork&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Bork&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Bork (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Bork&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Bork&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y4sgjzsy60weapfo&amp;amp;topic_showPostId=y4tcu2rp86fw7gw4#flow-post-y4tcu2rp86fw7gw4&quot;&gt;commented&lt;/a&gt; on &quot;Genetic Expression Priority&quot; (&lt;em&gt;In terms of Xenogenes vs Germline genes, whenever the genes are mutually exclusive the Xenogene takes priority. It doesn&amp;#039;t matter if the...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=144953</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=144953"/>
		<updated>2024-05-01T08:27:12Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Development points */ Clarified which rituals count for the development point reward table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Type of ideoligion ==&lt;br /&gt;
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.&lt;br /&gt;
&lt;br /&gt;
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any ''style'', or cosmetic variant, of building (click the circle icon in the [[Architect]] tab, right next to the search bar).&lt;br /&gt;
:However, some aspects of the ideoligion system remain. You can still assign a [[Roles#Leader|Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.&lt;br /&gt;
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.&lt;br /&gt;
&lt;br /&gt;
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the &amp;quot;Mole people&amp;quot; preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.&lt;br /&gt;
:For example, the &amp;quot;Classic-like&amp;quot; preset will have the following precepts:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:600px&amp;quot;&amp;gt;&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development points ===&lt;br /&gt;
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}&lt;br /&gt;
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot &amp;quot;store&amp;quot; points; once you can reform, no more points are gained.&lt;br /&gt;
&lt;br /&gt;
Development points can be obtained in the following ways:&lt;br /&gt;
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are &amp;quot;anytime&amp;quot; rituals or &amp;quot;dated&amp;quot; rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.&lt;br /&gt;
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Terrible&lt;br /&gt;
! Boring&lt;br /&gt;
! Fun&lt;br /&gt;
! Unforgettable&lt;br /&gt;
|-&lt;br /&gt;
! 1 Ritual&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 2 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 3 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Converting someone: 1 point.&lt;br /&gt;
Certain [[#Precepts|precepts]] allow an ideoligion to gain points from actions related to the precept.&lt;br /&gt;
* [[#Blindness|Blindness: Respected, Elevated or Sublime]]: Blinding someone: 1 point&lt;br /&gt;
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events&lt;br /&gt;
** [[Quests#Beggars|Helping beggars]]: 2 points&lt;br /&gt;
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point&lt;br /&gt;
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points&lt;br /&gt;
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points&lt;br /&gt;
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point&lt;br /&gt;
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point&lt;br /&gt;
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points&lt;br /&gt;
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point&lt;br /&gt;
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:&lt;br /&gt;
** Converting a new member: 1 point (in addition to the normal 1 point)&lt;br /&gt;
** Obtaining a [[Relic|relic]]: 5 points&lt;br /&gt;
** Completing the [[Quests#Pilgrims|pilgrims]] quest: 2 points&lt;br /&gt;
* [[#Raiding|Raiding: Respected or Required]]:&lt;br /&gt;
** Raiding someone: 1 point&lt;br /&gt;
** Raiding a bandit camp or work site: 2 points&lt;br /&gt;
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points&lt;br /&gt;
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point&lt;br /&gt;
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point&lt;br /&gt;
&lt;br /&gt;
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.&lt;br /&gt;
&lt;br /&gt;
== Forming an ideoligion ==&lt;br /&gt;
An ideoligion consists of many separate aspects to customize:&lt;br /&gt;
&lt;br /&gt;
'''Primary'''&lt;br /&gt;
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that &amp;quot;god(s) are formless and everywhere&amp;quot;, or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|role specialists]].&lt;br /&gt;
&lt;br /&gt;
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.&lt;br /&gt;
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.&lt;br /&gt;
&lt;br /&gt;
'''Secondary'''&lt;br /&gt;
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.&lt;br /&gt;
&lt;br /&gt;
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.&lt;br /&gt;
&lt;br /&gt;
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s {{BiotechIcon}}, as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question.&lt;br /&gt;
&lt;br /&gt;
'''Descriptive'''&lt;br /&gt;
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.&lt;br /&gt;
&lt;br /&gt;
== Certainty ==&lt;br /&gt;
{{Split|destination=Certainty|reason=Would benefit from having a space for Analyis and strategies as well as more displays of how different stats really affect conversion times. example strats: forcing crises of faith, stacking convert power buffs, gene modding the convertee to have the Kind and Wimp traits etc. Leave section here with summary, and a [[Template:Main]] link to the oage. redirect [[Conversion]] there too}}&lt;br /&gt;
{{See also|Conversion Power|Global Certainty Loss Factor}}&lt;br /&gt;
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.&lt;br /&gt;
=== Reassurance ===&lt;br /&gt;
Certainty increases by a set rate per day, which is dependent on current [[mood]].&lt;br /&gt;
* 1% / day at 20% mood or less&lt;br /&gt;
* 2% / day at 50% mood&lt;br /&gt;
* 3% / day at 80% mood or more&lt;br /&gt;
Between 20% and 80% mood, certainty gain is linearly interpolated.&lt;br /&gt;
Certainty does not regenerate while [[deathrest]]ing.{{BiotechIcon}}{{Check Tag|What else?|What else pauses reassurance}}&lt;br /&gt;
The [[Roles#Moral Guide|Moral Guide]] of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on [[Conversion Power]].&lt;br /&gt;
If a pawn is converted, then they will start with 50% certainty in their new ideoligion.&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
These ways to lower certainty are all considered &amp;quot;Conversion&amp;quot;. The certainty reduction is increased by the converter's [[Conversion Power]], and decreased by the user's [[Global Certainty Loss Factor]]. Conversion strength is then multiplied by relevant [[trait]]s. For example, an [[Undergrounder]] will be harder to convert from an ideology with the Tunneler meme.&lt;br /&gt;
* Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the [[Ideoligion Spread Chance]], which is increased by the [[#Proselytizing|Proselytizing]] precept.&lt;br /&gt;
* The [[role]] of [[Roles#Moral Guide|Moral Guide]] has a &amp;quot;Convert&amp;quot; ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.&lt;br /&gt;
* If a pawn is held [[prisoner]], you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.&lt;br /&gt;
The certainty reduction of a convert attempt can be calculated as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Certainty loss''' = 6% × [[Conversion Power]] of the Converter × If Converter is [[#Moral Guide|Moral Guide]] ({{Good|x2}}) × [[Global Certainty Loss Factor]] of Convertee × Relic Conversion Power Factor × Trait/Meme Agreeableness × AI Storyteller's Low pop conversion boost multiplier&lt;br /&gt;
|}&lt;br /&gt;
*'''Relic conversion factor:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Relic Conversion Power Factor&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}&lt;br /&gt;
|}&lt;br /&gt;
'''Other certainty reduction''':&lt;br /&gt;
These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor.&lt;br /&gt;
* [[Rituals#Conversion ritual|Conversion ritual]]. Requires a Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead ''increase'' certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by [[Social Impact]] of the moral guide, among other factors.&lt;br /&gt;
* [[Crisis of belief]] is an extreme [[mental break]] which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a ''random'' ideoligion - even if you've attempted to convert them to a specific ideoligion prior. Notably, crisis of belief is one of 2 mental breaks that [[prisoner]]s associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)&lt;br /&gt;
* A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Verify|Detail, too}}&lt;br /&gt;
[[Children]]{{BiotechIcon}} are a unique case of conversion, as babies have no ideoligion and one is assigned to them once they turn 3. For a more detailed description of how the ideoligion of a child is determined, see the [[Children#Ideoligion|Children]] page.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
! Abstract theist&amp;lt;br/&amp;gt;[[File:Abstract theist.png|64px]]&lt;br /&gt;
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
! Animist&amp;lt;br/&amp;gt;[[File:Animist.png|64px]]&lt;br /&gt;
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||&lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
! Archist&amp;lt;br/&amp;gt;[[File:Archist.png|64px]]&lt;br /&gt;
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||&lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
! Buddhist origin&amp;lt;br/&amp;gt;[[File:Buddhist origin.png|64px]]&lt;br /&gt;
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
! Christian origin&amp;lt;br/&amp;gt;[[File:Christian origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
! Embodied theist&amp;lt;br/&amp;gt;[[File:Embodied theist.png|64px]]&lt;br /&gt;
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
! Hindu origin&amp;lt;br/&amp;gt;[[File:Hindu origin.png|64px]]&lt;br /&gt;
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
! Ideological&amp;lt;br/&amp;gt;[[File:Ideological.png|64px]]&lt;br /&gt;
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||&lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
! Islamic origin&amp;lt;br/&amp;gt;[[File:Islamic origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
! Astropolitan&amp;lt;br/&amp;gt;[[File:Astropolitan.png|32px]]&lt;br /&gt;
| [[New Arrivals]] || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
! Rustican&amp;lt;br/&amp;gt;[[File:Civil outlander.png|32px]]&lt;br /&gt;
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
! Corunan&amp;lt;br/&amp;gt;[[File:GentleTribe.png|32px]]&lt;br /&gt;
| [[New Tribe]]&amp;lt;br/&amp;gt;[[Tribal]] Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
! Kriminul&amp;lt;br/&amp;gt;[[File:Pirate.png|32px]]&lt;br /&gt;
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
! Sophian {{RoyaltyIcon}}&amp;lt;br/&amp;gt;[[File:Empire map marker.png|32px]]&lt;br /&gt;
| [[Empire]] Faction&amp;lt;br/&amp;gt;[[Ancient]] Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=width:5em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Hindu.png|18px]] Hindu&lt;br /&gt;
| -&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Christian.png|18px]] Christian&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Islam.png|18px]] Islamic&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Buddhism.png|18px]] Buddhist&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Morbid.png|18px]] Morbid&lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Totemic.png|18px]] Totemic&lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Spikecore.png|18px]] Spikecore&lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]&lt;br /&gt;
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Rustic.png|18px]] Rustic&lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Animalist.png|18px]] Animalist&lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Techist.png|18px]] Techist&lt;br /&gt;
| [[Hex carpet]], [[Hex tile]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]&lt;br /&gt;
| -&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
! '''Animal personhood'''&amp;lt;br/&amp;gt;[[File:Animal personhood.png|64px]]&lt;br /&gt;
| Animals have rights as humans do. ||data-sort-value=3|High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| Only those who are blind can perceive true reality. ||data-sort-value=3|High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! '''Cannibal'''&amp;lt;br/&amp;gt;[[File:Cannibal.png|64px]]&lt;br /&gt;
| We must consume human flesh. ||data-sort-value=3|High || - || '''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
! '''Collectivist'''&amp;lt;br/&amp;gt;[[File:Collectivist.png|64px]]&lt;br /&gt;
| Each person is part of a greater whole. People should work to play their part and help the group. ||data-sort-value=1|Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
! '''Darkness'''&amp;lt;br/&amp;gt;[[File:Darkness.png|64px]]&lt;br /&gt;
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||data-sort-value=3|High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
! '''Female supremacy'''&amp;lt;br/&amp;gt;[[File:Female supremacy.png|64px]]&lt;br /&gt;
| Women are the superior gender and should rule. ||data-sort-value=2|Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
! '''Flesh purity'''&amp;lt;br/&amp;gt;[[File:Flesh purity.png|64px]]&lt;br /&gt;
| The human body should not be debased. ||data-sort-value=2|Medium || [[#High life|High life]]&amp;lt;br/&amp;gt;[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Abhorrent&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]&amp;lt;br/&amp;gt;[[Nudist]] || [[Body modder]] || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
! '''Guilty'''&amp;lt;br/&amp;gt;[[File:Guilty.png|64px]]&lt;br /&gt;
| Our people carry guilt from ages past. Others are more worthy. ||data-sort-value=1|Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| Exotic states of mind are central to a good life. ||data-sort-value=2|Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || - || - || [[Chemical interest]]&amp;lt;br/&amp;gt;[[Chemical fascination]] || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
! '''Human primacy'''&amp;lt;br/&amp;gt;[[File:Human primacy.png|64px]]&lt;br /&gt;
| Humans are the moral center of the universe. ||data-sort-value=2|Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br/&amp;gt;'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
! '''Individualist'''&amp;lt;br/&amp;gt;[[File:Individualist.png|64px]]&lt;br /&gt;
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||data-sort-value=1|Low || [[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
! '''Loyalist'''&amp;lt;br/&amp;gt;[[File:Loyalist.png|64px]]&lt;br /&gt;
| We stand for our own before others. ||data-sort-value=1|Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
! '''Male supremacy'''&amp;lt;br/&amp;gt;[[File:Male supremacy.png|64px]]&lt;br /&gt;
| Men are the superior gender and should rule. ||data-sort-value=2|Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
! '''Nature primacy'''&amp;lt;br/&amp;gt;[[File:Nature primacy.png|64px]]&lt;br /&gt;
| Man is a stain on nature's perfection. ||data-sort-value=2|Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
! '''Nudism'''&amp;lt;br/&amp;gt;[[File:Nudism.png|64px]]&lt;br /&gt;
| Clothing binds, controls, and suffocates us. We should all hang free. ||data-sort-value=3|High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| Virtue is shown through suffering of self and others. ||data-sort-value=3|High || - || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Comfort|Comfort:]]''' Ignored&amp;lt;br/&amp;gt;'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]&amp;lt;br/&amp;gt;[[Tortured artist]]&amp;lt;br/&amp;gt;[[Masochist]] || [[Wimp]]&amp;lt;br/&amp;gt;[[Gourmand]] || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
! '''Proselytizer'''&amp;lt;br/&amp;gt;[[File:Proselytizer.png|64px]]&lt;br /&gt;
| It is our duty to spread our beliefs. ||data-sort-value=2|Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
! '''Raider'''&amp;lt;br/&amp;gt;[[File:Raider.png|64px]]&lt;br /&gt;
| The strong should take from the weak. ||data-sort-value=2|Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
! '''Rancher'''&amp;lt;br/&amp;gt;[[File:Rancher.png|64px]]&lt;br /&gt;
| Raising animals is the right way; raising plants to eat is not. ||data-sort-value=2|Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
! '''Supremacist'''&amp;lt;br/&amp;gt;[[File:Supremacist.png|64px]]&lt;br /&gt;
| Our people should dominate all others. ||data-sort-value=1|Low || [[#Individualist|Individualist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| Human progress means merging with technology. ||data-sort-value=2|Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Neural supercharge|Neural supercharge:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Biosculpting|Biosculpting:]]''' Accelerated&amp;lt;br/&amp;gt;'''[[#Age reversal|Age reversal:]]''' Demanded&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| Trees are the essence of life, and we must be near them. ||data-sort-value=3|High || - || '''[[#Trees|Trees:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Rough living|Rough living:]]''' Welcomed&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt;'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong&lt;br /&gt;
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||data-sort-value=3|High || - || '''[[#Fungus|Fungus:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Insect meat|Insect meat:]]''' Loved&amp;lt;br/&amp;gt;'''[[#Small spaces|Small spaces:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||data-sort-value=2|Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Research#Deathrest|Deathrest]] || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||data-sort-value=2|Medium || - || '''[[#Physic rituals|Physic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||data-sort-value=3|High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Canibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{{Recode|section=1|reason=New faction types and bloodfeeding meme}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}}* || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}* || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}* || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Raider || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| High life || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Check}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;* Appears on faction's options but conflicts with required meme&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;** Individualist OR Collectivist must be chosen&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| +10 || -10 || || || -10 || || || || -10 || -10 || || || || || -10&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| -10 || +10 || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || +10 || -20 || || || -20 || +10 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || -20 || +10 || || -30 || || +10 || || || || || || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| -10 || || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || -30 || || +10 || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || -20 || || || || +10 || -30 || || || +10 || -30 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || +10 || +10 || || || -30 || +10 || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| -10 || || || || || || || || +10 || -30 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| -10 || || || || || || || || -30 || +10 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || +10 || -10 || || || +10 || -10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || -30 || || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || +10 || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || +10 ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| -10 || || || +10 || || || || || || || || || +10 || || +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
=== Present in every ideoligion ===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Blindness&amp;lt;br/&amp;gt;[[File:Blindness.png|64px]]&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +10 Opinion bonus towards blind pawns, or a -2 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Cannibalism&amp;lt;br/&amp;gt;[[File:Cannibalism.png|64px]]&lt;br /&gt;
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || -20 mood for eating human meat&amp;lt;br/&amp;gt;-12 mood for butchering a human&amp;lt;br/&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-20 opinion for butchering a human&amp;lt;br/&amp;gt;-10 opinion for eating human meat&amp;lt;br/&amp;gt;-2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating human flesh is a horrible thing to do. || || || -12 mood for eating human meat&amp;lt;br/&amp;gt;-6 mood for butchering a human&amp;lt;br/&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-10 opinion for butchering a human&amp;lt;br/&amp;gt;-5 opinion for eating human meat&amp;lt;br/&amp;gt;-2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || -5 mood for eating human meat&amp;lt;br/&amp;gt;-3 mood for butchering a human&amp;lt;br/&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-5 opinion for butchering a human&amp;lt;br/&amp;gt;-3 opinion for eating human meat&amp;lt;br/&amp;gt;-1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;+2 mood for eating human meat&amp;lt;br/&amp;gt;-2 mood for not eating human meat for ? days&amp;lt;br/&amp;gt;+1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-2 mood for eating food without human meat&amp;lt;br/&amp;gt;-3 opinion for eating food without human meat&amp;lt;br/&amp;gt;+4 mood for eating human meat&amp;lt;br/&amp;gt;-4 mood for not eating human meat for ? days&amp;lt;br/&amp;gt;+2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-4 mood for eating food without human meat&amp;lt;br/&amp;gt;-5 opinion for eating food without human meat&amp;lt;br/&amp;gt;+6 mood for eating human meat&amp;lt;br/&amp;gt;-8 mood for not eating human meat for ? days&amp;lt;br/&amp;gt;+2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Corpses&amp;lt;br/&amp;gt;[[File:Precept corpses.png|64px]]&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Diversity of thought&amp;lt;br/&amp;gt;[[File:IdeoDiversity.png|64px]]&lt;br /&gt;
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-25 opinion for different ideology&amp;lt;br/&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+5 mood for matching style surroundings&amp;lt;br/&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-15 opinion for different ideology&amp;lt;br/&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+4 mood for matching style surroundings&amp;lt;br/&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-5 opinion for different ideology&amp;lt;br/&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+3 mood for matching style surroundings&amp;lt;br/&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;+2 mood for matching style surroundings&amp;lt;br/&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Eating Nutrient Paste&amp;lt;br/&amp;gt;[[File:EatingNutrientPaste.png|64px]]&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}}{{Check Tag|Verify stacking|Does it stack, if yes change stack var as needed}} Note that this thought is nullified by the [[ascetic]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}}{{Check Tag|Verify stacking|Does it stack, if yes change stack var as needed}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Execution&amp;quot;&lt;br /&gt;
! rowspan=6 | Execution&amp;lt;br/&amp;gt;[[File:Execution.png|64px]]&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br/&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest&amp;lt;br/&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br/&amp;gt;-25 opinion for executing a prisoner&amp;lt;br/&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Cannibal|cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-15 opinion for executing a prisoner&amp;lt;br/&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|cannibal]] || || -15 mood for 6 days for killing or executing an innocent prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-30 opinion for executing an innocent prisoner&amp;lt;br/&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || +10 mood for 6 days for executing a guilty prisoner&amp;lt;br/&amp;gt;+3 mood for 6 days for a guilty prisoner executed&amp;lt;br/&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || +10 mood for 6 days for executing a prisoner&amp;lt;br/&amp;gt;+10 mood for killing a prisoner&amp;lt;br/&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br/&amp;gt;-3 mood for no executions for 30 days&amp;lt;br/&amp;gt;+15 opinion for executing a prisoner&amp;lt;br/&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fungus&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fungus&amp;lt;br/&amp;gt;[[File:Fungus.png|64px]]&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate fungus raw: -6&amp;lt;br/&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate fungus: +3&amp;lt;br/&amp;gt;Ate cooked fungus: +3&amp;lt;br/&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br/&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Insect Meat&amp;lt;br/&amp;gt;[[File:InsectMeat.png|64px]]&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat&amp;lt;br/&amp;gt;-3 mood for eating cooked insect meat&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marriage name&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; | Marriage Name&amp;lt;br/&amp;gt;[[File:MarriageName.png|64px]]&lt;br /&gt;
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
| Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
| Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Female clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Female Clothing&amp;lt;br/&amp;gt;[[File:Nudity Female.png|64px]]&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Male clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Male Clothing&amp;lt;br/&amp;gt;[[File:Nudity Male.png|64px]]&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Organ use&amp;quot;&lt;br /&gt;
! rowspan=4 | Organ use&amp;lt;br/&amp;gt;[[File:OrganUse.png|64px]]&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-30 mood for trading an organ&amp;lt;br/&amp;gt;-5 mood for organ traded in the colony&amp;lt;br/&amp;gt;-30 mood for installing an organ&amp;lt;br/&amp;gt;-4 mood for organ installed in the colony&amp;lt;br/&amp;gt;-30 opinion for harvesting an organ&amp;lt;br/&amp;gt;-30 opinion for trading an organ&amp;lt;br/&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-8 mood for selling an organ&amp;lt;br/&amp;gt;-2 mood for organ sold in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&amp;lt;br/&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Physical love&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Physical Love&amp;lt;br/&amp;gt;[[File:PhysicalLove.png|64px]]&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br/&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot;| Research&amp;lt;br/&amp;gt;[[File:Research.png|64px]]&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''&amp;lt;br/&amp;gt;Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.50}}&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.75}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: '''×1.00'''&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.50}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Scarification&amp;lt;br/&amp;gt;[[File:Scarification.png|64px]]&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br/&amp;gt;+3 mood for having 5 scars&amp;lt;br/&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br/&amp;gt;+10 opinion for having 5 scars&amp;lt;br/&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br/&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br/&amp;gt;+2 mood for having 3 scars&amp;lt;br/&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br/&amp;gt;+5 opinion for having 3 scars&amp;lt;br/&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br/&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br/&amp;gt;+1 mood for having a scar&amp;lt;br/&amp;gt;-1 mood for having no scars&amp;lt;br/&amp;gt;+3 opinion for having a scar&amp;lt;br/&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Skullspike&amp;lt;br/&amp;gt;[[File:Precept skullspike.png|64px]]&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 skullspikes, {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of {{--|1}} for 1-3 skullspikes, {{--|2}} for 4-8 skullspikes, and {{--|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Slavery&amp;lt;br/&amp;gt;[[File:Slavery.png|64px]]&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Prohibitions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not sell pawns into [[slavery]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not enslave [[prisoners]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We solve{{sic}} someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's wrong.|label=slaves in colony|value=-2}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I'm not sure I can forgive myself.|label=sold slave|value=-10|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I forced someone into slavery. How can I justify that?|label=enslaved prisoner|value=-10|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. What a horrible thing to do.|label=slave sold|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. What a horrible thing to do to another human.|label=prisoner enslaved|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I enslaved a person. It's hard to justify such actions.|label=enslaved prisoner|value=-5|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold a person into slavery. We shouldn't have done that.|label=slave sold|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. We shouldn't have done that.|label=prisoner enslaved|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ''No mood or opinion effects for enslaving, buying, or selling slaves.''&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|guilty]]&amp;lt;br/&amp;gt;Not [[#Individualist|individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We've got slaves. It means we're on the right path.|label=slaves in colony|value=+1}}, per [[slave]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without slaves, nobody will respect us.|label=no slaves in colony|value=-2|stack=1}}, if Low [[expectations]] or higher&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold someone into slavery. It'll make people notice my stature.|label=sold slave|value=+4|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I took someone into slavery. With no choice, they had to submit to me.|label=enslaved prisoner|value=+4|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery! A great display of our honor and power.|label=slave sold|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} opinion for enslaving a pawn&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Women's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Women's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountFemale.png|64px]]&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Men's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Men's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountMale.png|64px]]&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slaughtering animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&amp;lt;br/&amp;gt;[[File:AnimalSlaughter.png|64px]]&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:'''&amp;lt;br/&amp;gt;Slaughter animal&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Someone slaughtered an animal: -4&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: -10&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br/&amp;gt;Slaughtered animal: -15&amp;lt;br/&amp;gt;Someone slaughtered an animal: -2&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: -5&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br/&amp;gt;Slaughtered animal: -5&amp;lt;br/&amp;gt;Someone slaughtered an animal: -1&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Apostasy&amp;lt;br/&amp;gt;[[File:Apostasy.png|64px]]&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;Changed ideoligion: -30&amp;lt;br/&amp;gt;Apostate: -10&amp;lt;br/&amp;gt;[[Global certainty loss factor]]: x40%&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;Changed ideoligion: -15&amp;lt;br/&amp;gt;Apostate: -5&amp;lt;br/&amp;gt;[[Global certainty loss factor]]: x60%&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;Changed ideoligion: -8&amp;lt;br/&amp;gt;Apostate: -3&amp;lt;br/&amp;gt;[[Global certainty loss factor]]: x80%&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&amp;lt;br/&amp;gt;[[File:AutonomousWeapons.png|64px]]&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br/&amp;gt;Colonists gain Mood: Automated Turret in Colony: -12&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -8&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -4&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Body modification&amp;lt;br/&amp;gt;[[File:BodyModifications.png|64px]]&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || +1/+1/+2/+2/+3 mood for 1/2/3/4/5+ artificial parts (bonus disabled for Body Modder)&amp;lt;br/&amp;gt;-3 mood for zero artificial parts if expectations ≥ Moderate (penalty disabled for Body Purist)&amp;lt;br/&amp;gt;-3 opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
! rowspan=3| Charity&amp;lt;br/&amp;gt;[[File:Charity.png|64px]]&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -8 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;-12 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+4 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -4 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;-8 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+2 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -2 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;-6 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+1 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
! rowspan=4| Drug use&amp;lt;br/&amp;gt;[[File:DrugUse.png|64px]]&lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|high life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a [[drug]]&amp;lt;br/&amp;gt;{{--|15}} mood for 3 days for administering a drug&amp;lt;br/&amp;gt;-3 opinion for 5 days for using a drug&amp;lt;br/&amp;gt;-3 opinion for 5 days for administering a drug&amp;lt;br/&amp;gt;Pawns are unwilling to take drugs&amp;lt;br/&amp;gt;Pawns are unwilling to administer drugs&lt;br /&gt;
|-&lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a recreational (Non-[[Medical drugs|Medical]]) drug&amp;lt;br/&amp;gt;{{--|15}} mood for 3 days for administering a recreational drug&amp;lt;br/&amp;gt;-5 opinion for 5 days for using a recreational drug&amp;lt;br/&amp;gt;-5 opinion for 5 days for administering a recreational drug&amp;lt;br/&amp;gt;Pawns are unwilling to take recreational drugs&amp;lt;br/&amp;gt;Pawns are unwilling to administer recreational drugs&lt;br /&gt;
|-&lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a [[hard drug]]&amp;lt;br/&amp;gt;{{--|15}} mood for 3 days for administering a hard drug&amp;lt;br/&amp;gt;-8 opinion for 5 days for using a hard drug&amp;lt;br/&amp;gt;-8 opinion for 5 days for administering a hard drug&amp;lt;br/&amp;gt;Pawns are unwilling to take hard drugs&amp;lt;br/&amp;gt;Pawns are unwilling to administer hard drugs&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]] || x1.5 drug plant harvest yield&amp;lt;br/&amp;gt;x1.5 [[drug synthesis speed]]&amp;lt;br/&amp;gt;+10% drug sell price&amp;lt;br/&amp;gt;{{+|3}} mood for having taken a drug{{Check Tag|Recreational only?|Does taking a medical drug like penox or luci count to prevent this penalty?}} within 0.75 days&amp;lt;br/&amp;gt;Linearly increasing mood penalty for not having taken drugs recently, starting at {{--|1}} after 2 days, up to {{--|10}} mood after 11 days.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
! Combat in darkness&amp;lt;br/&amp;gt;[[File:DarknessCombat.png|64px]]&lt;br /&gt;
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || [[Weapons#Accuracy|Ranged chance to hit]] {{+|25%}} in the dark, {{--|20%}} in the light&amp;lt;br/&amp;gt;[[Melee hit chance]] {{+|10%}} in the dark, {{--|10%}} in the light&amp;lt;br/&amp;gt;[[Melee dodge chance]] {{+|10%}} in the dark, {{--|10%}} in the light&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
! rowspan=3 | Cutting trees&amp;lt;br/&amp;gt;[[File:Precept tree cutting.png|64px]]&lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;Pawns will not cut trees&amp;lt;br/&amp;gt;-4 mood for 3 days for a tree cut&amp;lt;br/&amp;gt;-4 mood for 3 days for an uprooted tree dying&amp;lt;br/&amp;gt;-10 opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;-10 mood for 3 days for cutting a tree&amp;lt;br/&amp;gt;-2 mood for 3 days for a tree cut&amp;lt;br/&amp;gt;-2 mood for 3 days for an uprooted tree dying&amp;lt;br/&amp;gt;-5 opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;-5 mood for 3 days for cutting a tree&amp;lt;br/&amp;gt;-1 mood for 3 days for a tree cut&amp;lt;br/&amp;gt;-1 mood for 3 days for an uprooted tree dying&amp;lt;br/&amp;gt;-3 opinion for cutting a tree&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&amp;lt;br/&amp;gt;[[File:KillingInnocentAnimals.png|64px]]&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;Pawns will not attack innocent animals&amp;lt;br/&amp;gt;-4 mood for 6 days if innocent animal is killed&amp;lt;br/&amp;gt;-15 opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;-15 mood for killing an innocent animal&amp;lt;br/&amp;gt;-2 mood for 6 days if innocent animal is killed&amp;lt;br/&amp;gt;-10 opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;-5 mood for killing an innocent animal&amp;lt;br/&amp;gt;-1 mood for 6 days if innocent animal is killed&amp;lt;br/&amp;gt;-5 opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
! Lighting&amp;lt;br/&amp;gt;[[File:Lighting.png|64px]]&lt;br /&gt;
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || +4 mood with Darklight&amp;lt;br/&amp;gt;-4 mood in dim light&amp;lt;br/&amp;gt;-8 mood in bright light.&amp;lt;br/&amp;gt;No modifier for Darkness.&amp;lt;br/&amp;gt;Surgery penalty without Darklight.&amp;lt;br/&amp;gt;Disables low-[[light]] [[move speed]] penalties&amp;lt;br/&amp;gt;Disables low-[[light]] [[global work speed]] penalties&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
! rowspan=6 | Meat eating&amp;lt;br/&amp;gt;[[File:MeatEating.png|64px]]&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;-24 mood for 1 day for eating meat&amp;lt;br/&amp;gt;-15 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;-12 mood for 1 day for eating meat&amp;lt;br/&amp;gt;-10 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;-4 mood for 1 day for eating meat&amp;lt;br/&amp;gt;-5 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;-4 mood for 1 day for eating food without meat&amp;lt;br/&amp;gt;-5 opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;-10 mood for 1 day for eating food without meat&amp;lt;br/&amp;gt;-10 opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;-16 mood for 1 day for eating food without meat&amp;lt;br/&amp;gt;-15 opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! rowspan=3 | Mining&amp;lt;br/&amp;gt;[[File:Mining.png|64px]]&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;Pawns will not mine&amp;lt;br/&amp;gt;-40 mood for 2 days for destroying a natural wall&amp;lt;br/&amp;gt;-4 mood for 2 days for a block mined a colony&amp;lt;br/&amp;gt;-15 opinion for mining a block&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;-20 mood for 2 days for mining a block&amp;lt;br/&amp;gt;-20 mood for 2 days for destroying a natural wall&amp;lt;br/&amp;gt;-2 mood for 2 days for a natural wall destroyed a colony&amp;lt;br/&amp;gt;-10 opinion for destroying a natural wall&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;-3 mood for 2 days for mining a block&amp;lt;br/&amp;gt;-3 mood for 2 days for destroying a natural wall&amp;lt;br/&amp;gt;-1 mood for 2 days for a natural wall destroyed a colony&amp;lt;br/&amp;gt;-5 opinion for destroying a natural wall&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
! rowspan=2 | Raiding&amp;lt;br/&amp;gt;[[File:Raiding.png|64px]]&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|3}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|6}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|6}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Global work speed]] {{--|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|6}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|12}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|12}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Global work speed]] {{--|16%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
! Trees&amp;lt;br/&amp;gt;[[File:Trees.png|64px]]&lt;br /&gt;
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree Connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br/&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Growth vats{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:GrowthVats.png|64px]]&lt;br /&gt;
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''&amp;lt;br/&amp;gt;Build growth vat&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Growth vat in colony: {{--|3}}&amp;lt;br/&amp;gt;My child in a growth vat: {{--|8}}. Nullifying trait: [[Psychopath]]. Stack Limit: 3&amp;lt;br/&amp;gt;Child not in growth vat: {{+|1}}. Stack Limit: 3&lt;br /&gt;
|-&lt;br /&gt;
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;Natural pregnancy: {{--|5}}. Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;Child not in growth vat: {{--|2}}. Stack Limit: 3. Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;Growth vat occupant speed: {{Good|x130%}}&amp;lt;br/&amp;gt;(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Bloodfeeders{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeders.png|64px]]&lt;br /&gt;
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Let them worship me. Feeding upon them places them below me, as animals are below humans.|label=revered bloodfeeder|value=+4|stack=1}} for being a bloodfeeder.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeders|value=-2|stack=1}} (Colony wide) for having no bloodfeeders in the colony.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeder master|value=-1|stack=1}} (Colony wide) for having bloodfeeders in the colony, but not as the [[#Leaders|leader]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The bloodfeeder's presence is a great honor. May they live forever.|label=bloodfeeder master|value=+2|stack=1}} (Colony wide) for having A bloodfeeder as the [[#Leaders|leader]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=fed on by &amp;lt;NAME&amp;gt;|value=-5|stack=1|duration=5}}{{Check Tag|Stacking?|Check if it stacks, change stack var as appropriate}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} for being a Bloodfeeder&lt;br /&gt;
|-&lt;br /&gt;
| Reviled || Anyone who drinks blood to survive is a monster. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|40}} for being a Bloodfeeder&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Child labor&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Child labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:ChildLabor.png|64px]]&lt;br /&gt;
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''&amp;lt;br/&amp;gt;Child assigned recreation: {{--|3}}. Adults only.&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Global Work Speed]]: {{+|20%}}. [[Children]] only&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Childhood is sacred. We should let kids be kids. || || [[#Individualist|Individualist]] || '''Mood:'''&amp;lt;br/&amp;gt;Child assigned work: {{--|3}}. Adults only.&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;Learning Rate Factor: {{+|20%}}. [[Children]] only&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mechanoid labor&amp;quot;&lt;br /&gt;
! Mechanoid labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:MechanoidLabor.png|64px]]&lt;br /&gt;
| Enhanced || Why should we work when we have machines? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Global Work Speed]]: {{--|8%}}.&amp;lt;br/&amp;gt;Mechanoid [[Global Work Speed]]: {{+|20%}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meme-specific ===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
! Age reversal&amp;lt;br/&amp;gt;[[File:AgeReversal.png|64px]]&lt;br /&gt;
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || -4/-7/-10 mood if pawn over biological age of 25 didn't have age reversal in the last year and expectations are at least high&amp;lt;br/&amp;gt;+3 mood for 4 days after age reversal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
! Animal connection&amp;lt;br/&amp;gt;[[File:Precept animal connection.png|64px]]&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biosculpting&amp;lt;br/&amp;gt;[[File:Precept biosculpting.png|64px]]&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blind psysense&amp;quot;&lt;br /&gt;
! Blind psysense&amp;lt;br/&amp;gt;[[File:BlindPsysense.png|64px]]&lt;br /&gt;
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
! Bonding&amp;lt;br/&amp;gt;[[File:Bonding.png|64px]]&lt;br /&gt;
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animals#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort&amp;lt;br/&amp;gt;[[File:Comfort.png|64px]]&lt;br /&gt;
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
! Eclipse&amp;lt;br/&amp;gt;[[File:Precept Eclipse.png|64px]]&lt;br /&gt;
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br/&amp;gt;''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gauranlen connection&amp;quot;&lt;br /&gt;
! Gauranlen connection&amp;lt;br/&amp;gt;[[File:GauranlenConnection.png|64px]]&lt;br /&gt;
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-0|stack=1}}, at Very Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-1|stack=1}}, at Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-2|stack=1}}, at Moderate [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Pruning speed]]: {{+|25%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield&amp;lt;br/&amp;gt;[[File:MiningYield.png|64px]]&lt;br /&gt;
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Mining yield]]: {{+|10%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharge&amp;quot;&lt;br /&gt;
! Neural supercharge&amp;lt;br/&amp;gt;[[File:NeuralSupercharger.png|64px]]&lt;br /&gt;
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pain&amp;quot;&lt;br /&gt;
! Pain&amp;lt;br/&amp;gt;[[File:Pain.png|64px]]&lt;br /&gt;
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain cleanses me. I like it.|label=serious pain|value=+5|stack=1}}, [[pain]] between 15% and 39% inclusive. Replaces default {{--|10}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain purifies me. I need it!|label=intense pain|value=+7|stack=1}}, [[pain]] between 40% and 79% inclusive. Replaces default {{--|15}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain makes me sublime! I wish to become it!|label=mind-shattering pain|value=+9|stack=1}}, [[pain]] of 80%+. Replaces default {{--|20}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Note:''' These thoughts are replaced by the [[Masochist]] specific thoughts for pawns with that trait, and with the default values for [[Wimp]]s.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proselytizing&amp;quot;&lt;br /&gt;
! rowspan=3 | Proselytizing&amp;lt;br/&amp;gt;[[File:Proselytizing.png|64px]]&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×300'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×500'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×700'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ranching&amp;quot;&lt;br /&gt;
! Ranching&amp;lt;br/&amp;gt;[[File:Ranching.png|64px]]&lt;br /&gt;
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Plant Work Speed]]: {{Bad|x70%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Tame Animal Chance]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Gather Yield]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Butchery Efficiency]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Skills#Animals|Animals]] Learning Factor: {{Good|x200%}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Animal Products Price Improvement: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher.{{Check Tag|Which plants?}}{{Check Tag|Sow only?|Can you harvest plants without issue?}} Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rough living&amp;quot;&lt;br /&gt;
! Rough living&amp;lt;br/&amp;gt;[[File:RoughLiving.png|64px]]&lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies:&lt;br /&gt;
* &amp;quot;Ate without table -3&amp;quot;&lt;br /&gt;
* &amp;quot;Slept outside -4&amp;quot;&lt;br /&gt;
* &amp;quot;Slept on ground -4&amp;quot;&lt;br /&gt;
* &amp;quot;Soaking wet -3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
! Slab bed&amp;lt;br/&amp;gt;[[File:Precept Slab Bed.png|64px]]&lt;br /&gt;
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
! Sleep accelerator&amp;lt;br/&amp;gt;[[File:Precept sleep accelerator.png|64px]]&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Small spaces&amp;quot;&lt;br /&gt;
! Small spaces&amp;lt;br/&amp;gt;[[File:SmallSpaces.png|64px]]&lt;br /&gt;
| Don't care || There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] || Disables negative thoughts about small spaces. Positive thoughts about spacious areas are unaffected.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
! Temperature&amp;lt;br/&amp;gt;[[File:Precept temperature.png|64px]]&lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Nullifies:&lt;br /&gt;
* &amp;quot;Slept in the cold -4&amp;quot;&lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot;&lt;br /&gt;
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work drive&amp;lt;br/&amp;gt;[[File:Precept work drive.png|64px]]&lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{{Move|destination=Roles|reason=Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss &amp;amp; leave opinion}}&lt;br /&gt;
{{Stub|section=1|reason=Needs mechanical detail beyond just what the stats are and the tables cover. Inc but not limited to: Minimum age or lack thereof}}&lt;br /&gt;
&lt;br /&gt;
=== General info ===&lt;br /&gt;
'''Note:''' When creating an ideoligion a randomly generated or player specified name is given to the role. For clarity, the wiki uses the generic names of the roles instead as the generated names will not be consistent across playthroughs. Where there are explicit references to the role name, such as in moodlets, the fact that the non-generic name is used will be noted, such as with &amp;quot;&amp;lt;Role Name&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
&lt;br /&gt;
* Pawns can only hold one role at a time.&lt;br /&gt;
* All roles lose [[#Certainty|Certainty]] at 50% the normal rate.&lt;br /&gt;
* Roles can have assigned equipment that they will demand when they have the role - Leaders and Moral Guides will get a permanent {{--|4}} &amp;quot;''Want &amp;lt;Role Name&amp;gt; apparel''&amp;quot; mood debuff without it. Due to a bug, none of the specialist roles will have the mood debuff happen. Only New Tribe colonies can select the [[war mask]] and [[tribal headdress]] as apparel options, while only New Arrivals colonies can select the [[slicecap]] and [[beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Removing a role from a pawn causes a {{--|15}} &amp;quot;''Lost &amp;lt;Role Name&amp;gt; role''&amp;quot; moodlet for 10 days.{{Check Tag|Detail Needed|Does this happen when changing roles and if so, in all instances of role chances. Spec to Spec, Spec to leader, spec to Moral guide, etc.}} This does not happen when changing from a moral guide to leader.&lt;br /&gt;
&lt;br /&gt;
When at least 3 colonists have the same ideoligion, its moral guide role activates. [[Slave]]s, [[prisoners]] and quest lodgers do not count toward this three pawn requirement. Activation allows the moral guide role to be assigned, but pawns with that ideology receive {{--|5}} &amp;quot;''No &amp;lt;Role Name&amp;gt;''&amp;quot; when the role is unfilled. This requirement persists, even if follower count diminishes, until there's only 1 pawn of that ideoligion left. There is a short grace period when starting the game before the [[mood]]let is applied.&lt;br /&gt;
&lt;br /&gt;
The leader and moral guide roles are mandatory and cannot be removed, and are each limited to only one bearer of the role. You can have 1 leader across all your colonists, even of different ideoligions. You can have 1 moral guide per ideoligion in your colony, so long as the role is activated.&lt;br /&gt;
&lt;br /&gt;
Between zero and two specialist types may be selected, but any number of pawns can be assigned that role. I.e. you cannot have a shooting specialist, an animals specialist, and a medical specialist, but you can have 20 pawns assigned be shooting specialists. Limits are per ideoligion only - multiple ideoligions in a single colony can allow more access to specialist types.&lt;br /&gt;
&lt;br /&gt;
=== Leader ===&lt;br /&gt;
{{Stub|section=1|reason=General, but also &amp;quot;Leader Resentment&amp;quot; thoughts in Thoughts_IdeoRole.xml}}&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{Ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders receive a flat +2% to [[Trade Price Improvement]] when they act as [[trade]]rs.&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
&lt;br /&gt;
Leaders have [[expectations]] that are two levels higher than normal. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Leader speech&amp;quot;&lt;br /&gt;
! Leader Speech&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|64px]]&lt;br /&gt;
| A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|- id=&amp;quot;Work drive ability&amp;quot;&lt;br /&gt;
! Work Drive&amp;lt;br/&amp;gt;[[File:WorkDrive.png|64px]]&lt;br /&gt;
| Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|- id=&amp;quot;Combat command&amp;quot;&lt;br /&gt;
! Combat Command&amp;lt;br/&amp;gt;[[File:CombatCommand.png|64px]]&lt;br /&gt;
| Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Trial&amp;quot;&lt;br /&gt;
! Trial&amp;lt;br/&amp;gt;[[File:Trial.png|64px]]&lt;br /&gt;
| A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Moral guide ===&lt;br /&gt;
{{Stub|section=1|reason=Ability details}}&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers. Moral guides get a 2x multiplier to the efficacy of their [[#Conversion|Conversion]] attempts.&lt;br /&gt;
&lt;br /&gt;
Unlike Leaders, Moral Guides are '''not''' restricted to any Supreme gender selected.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{Ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
Moral guides have [[expectations]] that are two levels higher than normal. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Convert&amp;quot;&lt;br /&gt;
! Convert&amp;lt;br/&amp;gt;[[File:Convert.png|64px]]&lt;br /&gt;
| Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|- id=&amp;quot;Counsel&amp;quot;&lt;br /&gt;
! Counsel&amp;lt;br/&amp;gt;[[File:Counsel.png|64px]]&lt;br /&gt;
| Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|- id=&amp;quot;Reassure&amp;quot;&lt;br /&gt;
! Reassure&amp;lt;br/&amp;gt;[[File:Reassure.png|64px]]&lt;br /&gt;
| Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|- id=&amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
! Conversion Ritual&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|64px]]&lt;br /&gt;
| Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|- id=&amp;quot;Preach health&amp;quot;&lt;br /&gt;
! Preach Health&amp;lt;br/&amp;gt;[[File:PreachHealth.png|64px]]&lt;br /&gt;
| Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] {{+|25%}}&lt;br /&gt;
* [[Injury Healing Factor]] {{+|25%}}&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !! Disabled Work Types !! Ability !! Ability Description !! Ability Effect&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! Shooting Specialist&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png]]&lt;br /&gt;
| A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Shooting&lt;br /&gt;
** Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
! Marksman Command&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|64px]]&lt;br /&gt;
| Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. Cooldown of 3 days. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! Animals Specialist&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png]]&lt;br /&gt;
| A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
* [[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
! Animal Calm&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|64px]]&lt;br /&gt;
| Use unique methods of connecting with animals to calm a maddened beast. ||&lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png]]&lt;br /&gt;
| A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medical|Medical skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
! Immunity Drive&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|64px]]&lt;br /&gt;
| Offer moral support that energizes the body, boosting someone's immunity gain for one day. || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png]]&lt;br /&gt;
| A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilities for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] {{+|7}}&lt;br /&gt;
* [[Melee Dodge Chance]] {{+|7}}&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
! Berserk Trance&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|64px]]&lt;br /&gt;
| The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]]&lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{Ticks|7500}} or until [[Downed]]&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! Mining Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMining.png]]&lt;br /&gt;
| A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
! Mining Command&amp;lt;br/&amp;gt;[[File:MiningCommand.png|64px]]&lt;br /&gt;
| Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! Plants Specialist&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png]]&lt;br /&gt;
| A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#High life|High life]]&lt;br /&gt;
* [[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
* [[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
! Farming Command&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|64px]]&lt;br /&gt;
| Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! Production Specialist&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png]]&lt;br /&gt;
| A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] ≥ 6 OR [[Skills#Crafting|Crafting skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Construction OR&lt;br /&gt;
** Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level{{Ref label|Quality|1}}&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
! Production Command&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|64px]]&lt;br /&gt;
| Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! Research Specialist&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png]]&lt;br /&gt;
| A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intellectual|Intellectual skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
! Research Command&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|64px]]&lt;br /&gt;
| Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Quality|1}} This affects the quality of every item the pawn creates, including [[sculptures|Art]], despite the tooltip only listing Crafting and Construction.&lt;br /&gt;
:{{note|SpecialistCommandEffectOnCaster|2}} The caster won't benefit from their own ability, but will benefit from the same ability from a different caster. Doesn't stack.&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
{{Stub|section=1|reason=Better summary with some specifics but leave predominately as link to the main page}}&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Relics are objects revered by your ideoligion. To obtain them you need to go through a series of quests. If you take control of them, they give various boni to your colony. When placed in a [[Reliquary]], pilgrims of your Ideoreligion will visit your colony to pay reverence to the relic.&lt;br /&gt;
Mood penalty for lost or destroyed&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
{{Stub|section=1|reason=Missing significant detail, options etc.}}&lt;br /&gt;
Ideoligions can add special statue-like buildings that will be required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings must be placed in a room of at least 25 area, and must not contain beds or workstations. The larger building will also require 4 columns to be in the room. Both buildings may be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet.&lt;br /&gt;
&lt;br /&gt;
== Weapon preferences ==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
| Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
| Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
| Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel preferences ==&lt;br /&gt;
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}&lt;br /&gt;
Some kinds{{Check Tag|Detail needed|Needs a list of what kinds can and cannot be preferred}} of [[apparel]] can be set as preferred. The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds{{Check Tag|Cap?|What's the limit?}} of apparel can be chosen.&lt;br /&gt;
&lt;br /&gt;
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.&lt;br /&gt;
&lt;br /&gt;
Pawns that have desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.&lt;br /&gt;
&lt;br /&gt;
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.{{Check Tag|Children?|Confirm when children gain a favorite color}} Apparel can be dyed at the [[styling station]] for one [[dye]] per piece of apparel. Note that unlike with preferred apparel, outside of the [[Man in Black]] event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.&lt;br /&gt;
&lt;br /&gt;
== Xenotype preferences ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Stub|section=1|reason= Needs proper write up. Test if specific to Sanguophage or the implanter gene.}}&lt;br /&gt;
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that all other xenotypes are considered disliked and believers will be unhappy living alongside them.&lt;br /&gt;
&lt;br /&gt;
Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.&lt;br /&gt;
&lt;br /&gt;
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. If [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.{{Check Tag|Fail?|Will not offer that as a reward? Will generate as a reward but not give it? Will not generate the quest? Will not generate the option that would be to receive the xenogerm? Will replace it with something else?}}&lt;br /&gt;
&lt;br /&gt;
Opinion:&lt;br /&gt;
* Preferred xenotype: {{+|10}}&lt;br /&gt;
* Disliked xenotype: {{--|30}}&lt;br /&gt;
&lt;br /&gt;
Mood:&lt;br /&gt;
* All preferred xenotype: {{+|2}}&lt;br /&gt;
* Some disliked xenotypes: {{--|2}}&lt;br /&gt;
* Many disliked xenotypes: {{--|3}}&lt;br /&gt;
* Tons of disliked xenotypes: {{--|4}}&lt;br /&gt;
* I am disliked xenotype&amp;lt;: {{--|6}}&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
{{Stub|section=1|reason=General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size}}&lt;br /&gt;
{{Quote|This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.|Description}}&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned pawns of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a -??{{Check Tag|Value?}} mood penalty until they do so. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns. Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] -&lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept. Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept. Fix: High life meme ideos generate with a warning about conflicting apparel.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed. Fix: There are some duplicate ideoligion icons. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.&lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood. Fix: Classic mode ideoligions don't start with some classic precepts. Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme &amp;quot;Flesh Purity&amp;quot; no longer forces the anti-biosculpting precept.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Berserker trance makes pawn guilty even though they cannot attack allies. Fix: High Life harvest yield for Drug Use: Essential precept doesn't work.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added preferred xenotypes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set. Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description. Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Circadian_half-cycler&amp;diff=142513</id>
		<title>Circadian half-cycler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Circadian_half-cycler&amp;diff=142513"/>
		<updated>2024-03-18T06:33:00Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Analysis */ Replacing illegible fractions with plain text equivalent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|&lt;br /&gt;
| name = Circadian half-cycler&lt;br /&gt;
| image = Health item bionic.png|Circadian half-cycler&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = A signal redirector which isolates half of the brain, allowing the other half to sleep while the user remains outwardly awake. By alternating brain halves, the user never needs to sleep. Unfortunately, two hemispheres are better than one - working half a brain causes a reduction in consciousness.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Circadian influence&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
}}&lt;br /&gt;
The '''circadian half-cycler''' is an [[artificial body part]] that removes a pawns need to sleep at the cost of a permanent 15% [[Consciousness]] penalty.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Circadian half-cyclers can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A circadian half-cycler is installed in the brain and removes the [[Sleep]] need entirely. [[Consciousness]] is reduced by 15%, which itself reduces work-related stats like [[Moving]] and [[Manipulation]], as well as [[Eating]] and [[Talking]].&lt;br /&gt;
&lt;br /&gt;
When a pawn with this implant is shocked with [[EMP]], they will receive [[brain shock]], knocking them unconscious temporarily.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Assuming a colonist sleeps for 8 hours, this implant allows them to work an additional 1/3rd of the day, and saves space on a bedroom. Even with the consciousness loss, this makes pawns have more work time, and thus better for many tasks. This assumes you don't have many sleep reducers; see [[#Comparison to reducing sleep]] for details on that.&lt;br /&gt;
&lt;br /&gt;
An unfortunate side effect of the half-cycler is [[mood]]. No sleep will prevent Lovin' entirely, remove the moodlet from an impressive bedroom, and deprive a pawn of a bed's [[Comfort]] level. An [[armchair]] can provide comfort for crafter-type pawns, but all these mood-increasers are quite significant. Non-ascetic [[noble]]s still desire a bedroom that meets their needs. Also, remember that [[light|darkness]] will reduce work speed, even with a half-cycler, so you'll want to install [[light]]s around your base.&lt;br /&gt;
&lt;br /&gt;
===Work===&lt;br /&gt;
The Consciousness loss has a different effect on different work types.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Good:'''&lt;br /&gt;
*'''Research, Hauling, Cleaning:''' All these tasks are done slower, but have no quality, so the extra time makes up.&lt;br /&gt;
*'''Cooking:''' Like above; [[food poisoning]] chance is not increased.&lt;br /&gt;
*'''Construction, Crafting, Art:''' will produce the same-[[quality]] items, so the extra time is a net positive. Note that low-skill construction is more likely to fail.&lt;br /&gt;
&lt;br /&gt;
'''Mixed:'''&lt;br /&gt;
*'''Plants:''' Allows more plants to be grown/harvested, but lowers yield per plant. Bad when plant space is limited, good if not.&lt;br /&gt;
*'''Mining:''' Good for mining regular rock or [[deep drill]]ing, bad for mining ores.&lt;br /&gt;
&lt;br /&gt;
'''Bad:'''&lt;br /&gt;
*'''Social, Animals:''' The half-cycler is of little help: trade is limited, prisoners and animals sleep. Lowered Consciousness means more failed attempts and higher prices.&lt;br /&gt;
*'''Medical:''' Tends slower, with less quality, and have less successful surgeries. Tend speed is time-sensitive; speed is important, but you don't need to tend all the time.&lt;br /&gt;
*'''Combat:''' Worse accuracy, will get injured more, and more likely to die from Consciousness loss. Being tired does not penalize combat, so the half-cycler is a pure negative.&lt;br /&gt;
**[[EMP]] also becomes harder to use due to Brain Shock. You may want to use EMP anyway, and if it hits the half-cycler pawn, they'll be stuck downed.&lt;br /&gt;
 &lt;br /&gt;
Of course, pawns can be good at multiple work tasks. A pawn that mostly does Crafting can also be your main Social pawn, for instance. Each case should be weighed individually.&lt;br /&gt;
&lt;br /&gt;
===Synergy with Genes{{BiotechIcon}}===&lt;br /&gt;
Since the half-cycler removes the need for sleep, making any effect on [[Sleep Fall Rate]] irrelevant, it synergizes well with the [[genes#sleepy|Sleepy]] and [[genes#very sleepy|Very Sleepy]] genes. Both become essentially free negative genes, providing {{+|2}} and {{+|4}} metabolic efficiency respectively. This is perhaps not enough to make the whole implant worth it alone, but on any pawn who already has a half-cycler, this is a large, completely free, secondary benefit.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
=== Comparison to reducing sleep ===&lt;br /&gt;
{{For|a full list of sleep required in various circumstances|Rest#Comparison tables}}&lt;br /&gt;
Other than [[quick sleeper]], the following can decrease the time needed to sleep:&lt;br /&gt;
*High [[quality]] beds, further improved with [[royal bed]]s&lt;br /&gt;
*Improvements to [[metabolism]] and [[blood pumping]] (like [[bionic stomach]]s, [[bionic heart]]s, and [[luciferium]])&lt;br /&gt;
*[[Drug]]s, like [[psychite tea]] and [[wake-up]].&lt;br /&gt;
*[[Sleep accelerator]]s.{{IdeologyIcon}}&lt;br /&gt;
*The [[Genes#Sleep|low sleep]] gene.{{BiotechIcon}}&lt;br /&gt;
And, of course, the [[circadian assistant]].&lt;br /&gt;
&lt;br /&gt;
The following combinations warrant comparison:&lt;br /&gt;
&lt;br /&gt;
'''Amazing Beds + Assistant''': In total, a masterwork bed + assistant reduce sleep to 5.04 hours - that's 21% of the day. A legendary royal bed + assistant reduces sleep to 3.96 hours (16.4% of the day). If you can easily create Masterwork/Legendary beds, such as with a [[Roles#Production specialist|Production Specialist]]{{IdeologyIcon}}, then the half-cycler can end up a ''negative'' to work compared to a circadian assistant.&lt;br /&gt;
&lt;br /&gt;
'''Excellent Beds + Sleep Accelerator'''{{IdeologyIcon}}: An excellent bed + sleep accelerator reduces sleep to 5.1 hours (21.2% of the day). A legendary royal bed + accelerator reduces sleep to 3.75 hours (15.6% of the day). Note that the accelerator does cost a fair bit of hunger and power, and is only available if you have a pawn with a [[Ideoligions#Transhumanist|Transhumanist]] ideoligion.&lt;br /&gt;
&lt;br /&gt;
'''Just Low Sleep'''{{BiotechIcon}}: On a normal bed, low sleep alone reduces sleep to 3.43 hours (14.26% of the day). As the half-cycler reduces practically all work by -15%, this gene is a flat out improvement. The gene comes at the cost of -4 Metabolic Efficiency, which must either be compensated with bad genes, or increase hunger by up to x200%. [[Sanguophage]]s already come with Low Sleep - installing a half-cycler is a net negative to them.&lt;br /&gt;
&lt;br /&gt;
In all 3 cases, the pawn can still receive a bed's comfort, Lovin', and the Impressive Bedroom moodlets. These scenarios can be further improved with any of the other methods listed above. However, they'll have to walk to and from the bedroom/barracks, which is a minor time loss.&lt;br /&gt;
&lt;br /&gt;
===Comparison to Never Sleep{{BiotechIcon}}===&lt;br /&gt;
The '''never sleep''' [[gene]] will completely prevent sleep with no Consciousness loss. However, with a metabolic efficiency of -6, it requires negative genes or ''[[genes#Archite metabolism|archite metabolism]]'' to even be used at all. It takes a large amount of negatives to negate the penalty, or 2 [[archite capsule]]s for the aforementioned metabolism gene.&lt;br /&gt;
&lt;br /&gt;
Never sleep is not found in any of the default [[xenohumans]], so a [[genepack]] must be found/bought. You must also obtain a genepack to compensate for metabolism. Alternatively, you can start with a [[xenotype]] with the gene - this still comes at the genetic cost.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=138349</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skills&amp;diff=138349"/>
		<updated>2023-11-11T15:57:57Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Plants */  Culled table that indicated 50 plants xp was gained on harvesting which isn't the case.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:skills_preview.png|right]][[File:skill_increase_anim.gif|236px|right|Increasing skills of a colonist that's currently building something.]]&lt;br /&gt;
Every pawn in RimWorld has a set of '''skills''' which govern their speed and success in the various types of [[work]]. &lt;br /&gt;
&lt;br /&gt;
Performing certain jobs will award '''experience points''' (XP) towards improving a pawn's skill, reflected by their skill '''level'''. A pawn's skill levels can be viewed by selecting the pawn with the cursor, then navigating to the Bio tab in the pawn inspect pane.&lt;br /&gt;
Pawns may have a '''Passion''' for a skill which increases the rate of XP gain and [[mood]], represented by an adjacent fire symbol in the pawn's Bio menu. Conversely, a skill may be entirely prevented by a pawn's [[backstory]] or [[trait]]s, which is represented by &amp;quot; -- &amp;quot; dashes in place of the level number. &lt;br /&gt;
&lt;br /&gt;
A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a related job, including Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor [[quality]] crafting products. &lt;br /&gt;
&lt;br /&gt;
Possible pawn skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience.  Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. The resulting higher skill level then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single &amp;quot;character level&amp;quot; as in many role playing games.&lt;br /&gt;
&lt;br /&gt;
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Skills vs work types ===&lt;br /&gt;
Skills and work types (or &amp;quot;tasks&amp;quot;) are two different, but related, concepts.  In some cases, like &amp;quot;mine&amp;quot; (work type) and &amp;quot;mining&amp;quot; (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' &amp;quot;tailor&amp;quot; and &amp;quot;smith&amp;quot;, for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. &amp;quot;haul&amp;quot;, &amp;quot;clean&amp;quot; and &amp;quot;firefight&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.&lt;br /&gt;
&lt;br /&gt;
In general, you want colonists to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (improves the associated skill faster and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
=== Improving skills ===&lt;br /&gt;
{{Rewrite|section=1|reason=1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) [[Ideoligion#Ranching]] precept inc effect and order of operations}}&lt;br /&gt;
Skill leveling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''leveled up'' when certain thresholds are reached. Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''&lt;br /&gt;
&lt;br /&gt;
When a player pawn gains a new level in a skill, a text mote will be displayed.&lt;br /&gt;
&lt;br /&gt;
Experience points are generally gained at consistent rate per unit [[time]] - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it.  As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed.&lt;br /&gt;
&lt;br /&gt;
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a soft cap of 4000 '''net''' XP gained per day. Any XP gains past this point are multiplied by 20%.{{Check Tag|Clarify|How does this work for chunks of experience? If some action were assigned to give a lump sum of 5000 experience, would a pawn gain the full 5000, or would the pawn gain 4200?}} This cap resets a few seconds after midnight. Any XP losses will apply against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from [[Skilltrainer]]s do not apply to this cap.&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's [[Bio]] tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a [[mood]] boost when performing activities related to the skill. Skill gains from using a [[skilltrainer]] are influenced by ''passion'', making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however [[children]]{{BiotechIcon}} may gain passions at [[Children#Growth moments|growth moments]] and the addition or removal of [[Genes#Aptitudes|Skill Aptitude xenogenes]]{{BiotechIcon}} can also affect passions.{{Check Tag|Incapable of?|What happens to passions on a suppressed skill when a pawns becomes incapable? Some tasks that use that skill can still be performed, despite the incapability and its effects are needed}}&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| || '''''None: ''''' || &amp;amp;nbsp;No flames. 35% multiplier on experience gain. This is the most common passion level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &amp;amp;nbsp;One flame. 100% multiplier on experience gain and +8 mood (&amp;quot;Minor passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMajor.png|24px|left]]  || '''Burning: ''' || &amp;amp;nbsp;Two flames. 150% multiplier on experience gain +14 mood (&amp;quot;Burning passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Global Learning Factor ====&lt;br /&gt;
{{See also|Global Learning Factor}}&lt;br /&gt;
While some [[traits]]  directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Most important to gaining skills are those that affect [[Global Learning Factor]] as this acts as a direct multiplier to experience gained. These traits include: &lt;br /&gt;
* [[Traits#Too smart|Too Smart]] - which increases Global Learning Factor +75%, while also inflicting a penalty to [[mental break threshold]].&lt;br /&gt;
* [[Traits#Fast learner|Fast Learner]] - which increases Global Learning Factor +75%&lt;br /&gt;
* [[Traits#Slow learner|Slow Learner]] - which decreases Global Learning Factor -75%&lt;br /&gt;
&lt;br /&gt;
Additionally, the [[learning assistant]] {{RoyaltyIcon}} implant increases Global Learning Factor +20%.&lt;br /&gt;
&lt;br /&gt;
==== Experience multiplier table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
Beyond skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.&lt;br /&gt;
&lt;br /&gt;
XP decays at an accelerated rate with higher skill levels.  This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed: Working faster does not make it easier or faster to gain XP, or compensate the decay loss. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession. &lt;br /&gt;
&lt;br /&gt;
The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn.&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}&lt;br /&gt;
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one &amp;quot;expert&amp;quot;, except for the artisan professions where it is usually good to have true experts in the colony.&lt;br /&gt;
&lt;br /&gt;
For example, you need to acquire about 150,000 XP to make one colonist a &amp;quot;region-known master&amp;quot; (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 (&amp;quot;solid professional&amp;quot;).  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything [[quality]] is a notable exception to this.&lt;br /&gt;
&lt;br /&gt;
=== Experience table ===&lt;br /&gt;
Level 20 is the highest skill level achievable for a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Name&lt;br /&gt;
! Total experience required&lt;br /&gt;
! Experience till next level&lt;br /&gt;
! Experience decay rate (exp/day)&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Barely heard of it&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
| 840&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
| 2400&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
| 3600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these values are considered before gene levels (exp) if a pawn with good (skill) wants to go from level 4 to 5, they need 1000 skill exp points&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
&lt;br /&gt;
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency.  How much experience is gained depends on the ''passion'' for the skill.  See [[Skills#Passion|passion]] below.&lt;br /&gt;
&lt;br /&gt;
On this page, where experience gains are listed, an &amp;quot;Interested&amp;quot; passion with 100% skill gain is assumed.  Note that this is not the &amp;quot;default&amp;quot; passion; &amp;quot;no passion&amp;quot; at 35% gain is far more common.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{{For|a list of skills that animals can learn|Animals#Training}}&lt;br /&gt;
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.&lt;br /&gt;
&lt;br /&gt;
Higher ''animals'' skill has the following benefits:&lt;br /&gt;
* Chance to tame a wild animal increases.  Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.&lt;br /&gt;
* Chance to successfully train a domesticated animal increases.&lt;br /&gt;
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.&lt;br /&gt;
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races.  The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master.&lt;br /&gt;
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating.  It still requires ''shooting'' skill for the colonist to be able to kill the animal.&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Animals]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at an [[art bench]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.&lt;br /&gt;
&lt;br /&gt;
The beauty and market value of sculptures increases tremendously at the highest quality levels.  Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.&lt;br /&gt;
&lt;br /&gt;
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:&lt;br /&gt;
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a [[blueprint]], its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.&lt;br /&gt;
* Deconstructing existing structures back into raw materials.&lt;br /&gt;
* Building and tearing down roofs.&lt;br /&gt;
* Laying and removing flooring, like carpet, concrete and stone tiles.&lt;br /&gt;
* Smoothing rock walls and stone floors.&lt;br /&gt;
&lt;br /&gt;
Higher ''construction'' skill will&lt;br /&gt;
* allow the construction of more difficult to build structures.&lt;br /&gt;
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.&lt;br /&gt;
* reduce the chance of a construction effort to be &amp;quot;botched&amp;quot;, which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.&lt;br /&gt;
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.&lt;br /&gt;
&lt;br /&gt;
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.&lt;br /&gt;
&lt;br /&gt;
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Construction]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&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;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Construction skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cooking ===&lt;br /&gt;
The cooking skill affects how long it takes to cook [[meals]] and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.&lt;br /&gt;
&lt;br /&gt;
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab.&lt;br /&gt;
&lt;br /&gt;
A Cooking skill of {{Q|Lavish meal|Skill 1 Level}} is required to be able to cook every item, a skill of 9 achieves the minimum [[Food Poison Chance]], and a skill of 10 gives maximum [[Butchery Efficiency]] - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
| Lavish meal&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican&lt;br /&gt;
| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&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;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Cooking skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Cooking]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
The crafting skill affects the creation of many of the items under the [[Work#Smith|smith]], [[Work#Tailor|tailor]] and [[Work#Craft|craft]] work types. It does so in two ways; crafting quality and minimum crafting levels.&lt;br /&gt;
&lt;br /&gt;
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], and [[Weapons]]. The quality of things such as [[Sculptures]] and [[Buildings]] are instead controlled by the [[#Artistic|Artistic]] and [[#Construction|Construction]] skills respectively.&lt;br /&gt;
&lt;br /&gt;
The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill. &lt;br /&gt;
&lt;br /&gt;
Many work [[bill|bills]] of the [[Work#Smith|Smith]], [[Work#Tailor|Tailor]] and [[Work#Craft|Craft]] work types have a required minimum Crafting skill level. This restricts the creation of some items to skilled crafters regardless of their possible quality.&lt;br /&gt;
&lt;br /&gt;
The Crafting skill also determines the time required to shred [[mechanoid]]s, and the amount of resources produced from doing so.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&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;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Items with a required Crafting skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{{Main|Doctoring}}&lt;br /&gt;
&lt;br /&gt;
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. &lt;br /&gt;
&lt;br /&gt;
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.&lt;br /&gt;
&lt;br /&gt;
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an incapacitated doctor perform surgery.&lt;br /&gt;
&lt;br /&gt;
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.&lt;br /&gt;
&lt;br /&gt;
Medical skill can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.  This costs 1 medicine per procedure, but only requires [[herbal medicine]].  The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.&lt;br /&gt;
&lt;br /&gt;
Performing ''surgery'' trains the ''medical'' skill.  The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Medical]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their chance to:&lt;br /&gt;
* Land a hit in melee (''see [[Melee Hit Chance]]'')&lt;br /&gt;
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')&lt;br /&gt;
The tables below are post-processed chances for a healthy pawn.&lt;br /&gt;
{{col-begin|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to hit'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
{{col-2|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to dodge'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Melee]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Mining]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Intellectual ===&lt;br /&gt;
This skill affects the speed at which [[research]] is completed.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. Some plants require a minimum plants skill in order to plant them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Plants]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&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;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Plants with a minimum Plants skill level to sow:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Minimum Required Growing Skill, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].&lt;br /&gt;
&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.&lt;br /&gt;
&lt;br /&gt;
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.&lt;br /&gt;
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Social]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. &lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals skill added.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=137689</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=137689"/>
		<updated>2023-10-24T18:10:53Z</updated>

		<summary type="html">&lt;p&gt;Bork: Culling the term &amp;quot;Endogene&amp;quot; from every page I can find it in, all player-facing UI uses the term &amp;quot;Germline&amp;quot; , and Endogene is only used internally.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Finish adding xenotype icons to genes.}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls the rate at which pawns get [[Saturation|hungry]]. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).{{Check Tag|Detail needed|Specific math}}&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Germline Genes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.5.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&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;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.'' &lt;br /&gt;
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves [[firefoam]] filth on the ground, extinguishing fires and preventing new ones from igniting.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.'' &lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&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;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.&lt;br /&gt;
'''Note:''' This gene can't be extracted from Sanguophages or other pawns'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} [[Hemogen]] per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* Target: Single non-[[#Hemogenic|Hemogenic]]{{Check Tag|Verify|Description says hemogenic, xml says canTargetBloodfeeders. which is it?}} human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders,  negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.&lt;br /&gt;
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* [[Hemogen]] Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.'' &lt;br /&gt;
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.&lt;br /&gt;
'''Note:''' This gene can't be extracted from Sanguophages or other pawns'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**Deathrest is initated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&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;
== Health ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.&lt;br /&gt;
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&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;
== Psychics ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&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;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&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;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will receive a -30 mood penalty that linearly decays over the course of 21 days.{{Check Tag|Confirm duration}} Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&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;
==Movement==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&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;
== Mood ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&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;
== Temperature ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&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;
== Resistance and sensitivity ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&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;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&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;
== Violence ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)&lt;br /&gt;
** Will never prison break&lt;br /&gt;
** [[Arrest]]ing never fails, and will never berserk on arrest.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200% ((Tantrum, Berserk, Slaughterer, Murderous Rage)) {{Check Tag|Wb minor breaks?|Minor has no violent options. Does this affect the chance at that tier in any way?}}&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}}&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&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 judges people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
---- &lt;br /&gt;
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&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;
== Sleep ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate: {{Bad|×180%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate: {{Bad|×140%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate: {{Good|×40%}}&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables [[need]]: [[Sleep]]&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&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;
== Pain ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&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;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with both the [[Delicate|Delicate]] and [[Tough]] traits. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&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;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&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;
== Reproduction ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&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;
== Beauty ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&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;
== Cosmetic ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&amp;lt;br&amp;gt;[[File:Speech_Male_R&amp;amp;D_v4_28.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&amp;lt;br&amp;gt;[[File:Roar_Voice_Call_B02.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&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;
=== Body type ===&lt;br /&gt;
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, [[File:Neanderthal.png|20px|link=Neanderthals]][[Neanderthals]] cannot be thin, because they have all three of the other genes.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&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;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;[[File:Hair_SnowWhite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;[[File:Hair_Grey.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;[[File:Hair_Blonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;[[File:Hair_SandyBlonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;[[File:Hair_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;[[File:Hair_ReddishBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;[[File:Hair_Brown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;[[File:Hair_DarkBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;[[File:Hair_DarkReddish.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;[[File:Hair_MidBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;[[File:Hair_DarkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;[[File:Hair_InkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;[[File:Hair_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;[[File:Hair_Teal.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;[[File:Hair_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;[[File:Hair_Pink.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;[[File:Hair_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;[[File:Hair_Red.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&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;
=== Melanin ===&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;[[File:Skin_Melanin1.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;[[File:Skin_Melanin2.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;[[File:Skin_Melanin3.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;[[File:Skin_Melanin4.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;[[File:Skin_Melanin5.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;[[File:Skin_Melanin6.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;[[File:Skin_Melanin7.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;[[File:Skin_Melanin8.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;[[File:Skin_Melanin9.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&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;
=== Skin ===&lt;br /&gt;
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. [[File:Impid.png|20px|link=Impids]][[Impids]] have three), and one will be chosen.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&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;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.'' &lt;br /&gt;
----&lt;br /&gt;
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].&lt;br /&gt;
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description&lt;br /&gt;
* Removes [[mood]]: Darkness: {{--|5}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&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;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&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;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&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;
== Drugs ==&lt;br /&gt;
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0% &lt;br /&gt;
* Tolerance build-up for ''all'' drugs: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite overdose chance: ×0%{{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] is not prevented.&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Go-juice overdose chance: ×0%. {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
---- &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Wake-up overdose chance: ×0% {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&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;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&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;
== Notes ==&lt;br /&gt;
* Genes that are restricted for specific xeno humans will cause a bug if its present at humans not belonging to said xeno races. (i.e: unable to draft){{Check Tag|Clarify|I cannot understand what this is trying to say. I can't even say if its wrong/been fixed because I'm not sure what &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}. &lt;br /&gt;
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.&lt;br /&gt;
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.&lt;br /&gt;
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|2}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=137688</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=137688"/>
		<updated>2023-10-24T18:09:28Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Heredity */ Culling the term &amp;quot;Endogene&amp;quot; from every page I can find it in, all player-facing UI uses the term &amp;quot;Germline&amp;quot; , and Endogene is only used internally&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural reproduction ==&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot at the same time to initate lovin'. The ''Sleeping Alone'' debuff only checks if 2 pawns are ''assigned'' the same bed; they don't need to sleep at the same time or ever engage in lovin' to avoid it.&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy'''  || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''     || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely:&lt;br /&gt;
&lt;br /&gt;
 '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low libido|low libido]] and [[Genes#High libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than limitations due to movement, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
If the mother is in poor health, such as [[Malnutrition]], she might suffer a miscarriage.{{Check Tag|Details|Sick? Injured? Blood loss? Low capacities?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}} ''I'm pregnant! It makes me happy.'', or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' When the pawn is not happy about their pregnancy, you can perform an operation to end their pregnancy This will result in a mood buff of {{Good|+5}} ''I'm relieved I'm not pregnant any more''. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings, which includes the third trimester.{{Check Tag|Detail needed}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: &amp;quot;Pregnancy Mood (&amp;lt;duration&amp;gt;, &amp;lt;type&amp;gt;)&amp;quot; with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood &amp;lt;type&amp;gt;''. Mood swings are short-lived, with the longest duration seen so far being 10 hours.&lt;br /&gt;
&lt;br /&gt;
'''Types of Mood swings:'''&lt;br /&gt;
* {{Thought|desc=This pregnancy is so hard. My body always feels awful. So exhausting!|label=pregnancy mood collapse|value=-14|stack=1}}  &lt;br /&gt;
* {{Thought|desc=It feels like everything is going wrong for me today. Pregnancy is tough.|label=pregnancy mood down|value=-8|stack=1}}  &lt;br /&gt;
* {{Thought|desc=Everything feels a little bit more pleasant today. Pregnancy is nice.|label=pregnancy mood up|value=4|stack=1}}  &lt;br /&gt;
* {{Thought|desc=I feel amazing! Being pregnant is a gift!|label=pregnancy mood high|value=8|stack=1}} &lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 in-game hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertility Procedures|Fertility Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Otherwise, growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. On practice, per 100 birth there will be 2 dead and 10 sick. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, intense: pain +50%, moving x20%&lt;br /&gt;
* dilation, debilitating: pain +85%, moving x0%&lt;br /&gt;
* pushing: pain +85%, moving x0%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: The presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too, and forcing father to participate in addition to doctor will give nothing.&lt;br /&gt;
* Doctor's [[medical]] skill: Can range from 0-25%. Starting at 0% with skill level 1 and increasing by 1.25% every level, up to a maximum of 25% at skill level 20.&lt;br /&gt;
* [[Rooms|Indoors]]: If inside, the quality gains +5%.&lt;br /&gt;
* Room [[cleanliness]]: Cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* [[Bed]] health effects: Contributes up to 5%, with things like bed [[quality]], or a [[hospital bed]] influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
* Age of the mother: The mother has a natural {{+|50%}} quality bonus between ages 20-30. Outside this range, the bonus drops. See the graph below.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Additional quality from Mother's age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | xAxisTitle = Mother Age&lt;br /&gt;
 | yAxisTitle = Additional Quality (+%)&lt;br /&gt;
 | x  = 14, 15, 20, 30, 40, 65&lt;br /&gt;
 | y1 = 0, 30, 50, 50, 30, 0 &lt;br /&gt;
 }}&lt;br /&gt;
| &lt;br /&gt;
* 14 yrs:  {{+|0%}} &lt;br /&gt;
* 15 yrs: {{+|30%}} &lt;br /&gt;
* 20 yrs: {{+|50%}} &lt;br /&gt;
* 30 yrs: {{+|50%}} &lt;br /&gt;
* 40 yrs: {{+|30%}} &lt;br /&gt;
* 65 yrs:  {{+|0%}} &lt;br /&gt;
Note: Bonus is linearly&amp;lt;br&amp;gt;interpolated between these points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth. The quality needs to be &amp;gt;90% for the best possible outcomes. Since the probability of a bad outcome increases drastically below 20% birth quality, it's strongly recommended to provide at least the bare necessities, such as a bed indoors, as even a few percent above 0% in birth quality will contribute massively to the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Birth Outcome Chance&lt;br /&gt;
! Mother Death Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 300&lt;br /&gt;
 | height = 200&lt;br /&gt;
 | type   = stackedarea&lt;br /&gt;
 | xAxisTitle = Birth Quality (%)&lt;br /&gt;
 | yAxisTitle = Chance (%)&lt;br /&gt;
 | legend = Outcomes&lt;br /&gt;
 | x  =   0,  5  , 10  , 15  , 20  , 25  , 30  , 35  , 40  , 45  , 50  , 55  , 60  , 65  , 70  , 75  , 80  , 85  , 90  , 100&lt;br /&gt;
 | y1 = 100, 34  , 20  , 14.7, 11.1,  9.3,  7.9,  6.8,  6  ,  5.4,  4.9,  4.5,  4.1,  3.8,  3.5,  3.3,  3.1,  2.9,  2.5,   2.5 &lt;br /&gt;
 | y2 =   0,  5.1,  6.1,  6.6,  6.8,  7  ,  7.1,  7.2,  7.2,  7.3,  7.3,  7.3,  7.4,  7.4,  7.4,  7.4,  7.5,  7.5,  7.5,   7.5&lt;br /&gt;
 | y3 =   0, 60.9, 73.9, 78.7, 82.1, 83.7, 85  , 86  , 86.8, 87.3, 87.8, 88.2, 88.5, 88.8, 89.1, 89.3, 89.4, 89.6, 90  ,  90&lt;br /&gt;
 | y1Title = Stillborn&lt;br /&gt;
 | y2Title = Sick&lt;br /&gt;
 | y3Title = Healthy&lt;br /&gt;
 | interpolate = monotone&lt;br /&gt;
 | colors = #0066bb, #00aacc, #00ddff&lt;br /&gt;
 }}&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 300&lt;br /&gt;
 | height = 200&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | xAxisTitle = Birth Quality (%)&lt;br /&gt;
 | yAxisTitle = Chance (%)&lt;br /&gt;
 | x =  0, 20, 90, 100&lt;br /&gt;
 | y = 20,  5,  0,   0&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding.&lt;br /&gt;
&lt;br /&gt;
=== Lactation ===&lt;br /&gt;
Upon a successful natural childbirth, the birthing mother will begin lactating. A lactating pawn can breastfeed babies, even if not their own. Lactation lasts indefinitely, but stops after 10 days of not breastfeeding a baby.&lt;br /&gt;
&lt;br /&gt;
While lactating, the pawn gains a milk fullness stat, which starts at 100%. When it is above 0%, a pawn can breastfeed any baby, reducing milk accordingly. If it is below 100%, then the mother's Food Consumption increases. Consumption increases by up to +0.5 [[nutrition]] per day, for a total of 2.1 nutrition per day, until milk is full. For reference, 1 [[simple meal]] is 0.9 nutrition. The increased hunger scales with milk regeneration rate, which decreases as the pawn gets hungry.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Malnourished || Ravenously hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 0% || 25% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0 || 0.13 || 0.25 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lactation also multiplies Fertility by {{Bad|x5%}}, meaning the mother is very unlikely to get pregnant by any natural means.&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
[[File:PawnFamilyTree.png|thumb|right|upright=1.8|A compact chart of familial pawn relationships and its effects on inbreeding. Redundant relations have been hidden for simplicity.]]&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the germline DNA, and are called germline genes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If a germline gene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an germline gene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color germline gene. Offspring will always pick one hair color and skin color germline gene from their parents. If no hair/skin color germline gene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color germline gene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over germline genes. Thus, even though the Slow runner germline gene overrides their Fast runner germline gene, the Fast runner ''xenogene'' will override the Slow runner germline gene. Note that overridden germline genes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
=== Inbreeding ===&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Inbred|inbred]]. The likelihood of this is modelled proportionally to the pawns' coefficient of relationship, though it is largely simplified.&lt;br /&gt;
&lt;br /&gt;
As a general rule, the risk is '''80%''' for first-degree, '''40%''' for second-degree, and '''10%''' for third-degree relatives; however some exceptions apply, an example being 20% for cousins. Many fourth-degree relationships and beyond are simply referred to as &amp;quot;Kin&amp;quot;. Kin relationships pose no risk for inbreeding, despite being considered incestuous. If two pawns are related in more ways than one, such as being both parent/child (80%) and grandparent/grandchild (40%), the highest number always takes priority when calculating inbreeding. Pawns being inbred will not directly increase this number, but since inbred is a gene it will follow the same rules of gene inheritance as all other genes.&lt;br /&gt;
&lt;br /&gt;
It's possible to check for the inbred gene after conception by using the ''&amp;quot;Inspect baby genes...&amp;quot;'' button on the [[#Pregnancy|pregnant]] pawn or the [[embryo]]. The [[#Outcomes|outcome]] of a pregnancy isn't affected by inbreeding, but should the baby be born, the game will display an additional line in the birth results:&lt;br /&gt;
&amp;lt;code&amp;gt;'' The baby shows signs of genetic abnormalities due to inbreeding. ''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The risk of inbreeding goes as follows, higher numbers taking priority over lower ones:&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;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! [[File:Gene Inbred.png|24px]] Inbreeding risk&lt;br /&gt;
! Coefficient of relationship&lt;br /&gt;
|-&lt;br /&gt;
! Parent/Sibling/Child&lt;br /&gt;
| 80% || 50%&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent/Aunt/Uncle/Niece/Nephew/Halfsibling/Grandchild&lt;br /&gt;
| 40% || 25%&lt;br /&gt;
|-&lt;br /&gt;
! Halfniece/Halfnephew&lt;br /&gt;
| 40% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 20% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! G. grandparent/Grandaunt/Granduncle/Grandniece/Grandnephew/G. grandchild&lt;br /&gt;
| 10% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! Half grandniece/Half grandnephew/Cousin once removed&lt;br /&gt;
| 10% || 6.25%&lt;br /&gt;
|-&lt;br /&gt;
! Second cousin&lt;br /&gt;
| 10% || 3.125%&lt;br /&gt;
|-&lt;br /&gt;
! Birth parent&amp;lt;ref&amp;gt;Although birth parents are considered on the same level as biological parents, they aren't genetically related to the child they birth, and thus run no risk of inbreeding despite the game's warnings that they do.&amp;lt;/ref&amp;gt;/Kin&lt;br /&gt;
| 0% || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
{{See also|Fertility}}&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fertility&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, 14,               18,  20,  28,  35,  40,  45,  50, 90, 120&lt;br /&gt;
 | y1 = 0,  0, {{#expr: 200/3}}, 100, 100,  50,  10,   2,   0,  0,   0&lt;br /&gt;
 | y2 = 0,  0,              100, 100, 100, 100, 100, 100, 100,  0,   0&lt;br /&gt;
 | xAxisTitle = Pawn age (years)&lt;br /&gt;
 | yAxisTitle = Fertility (%)&lt;br /&gt;
 | legend =&lt;br /&gt;
 | y1Title = Female&lt;br /&gt;
 | y2Title = Male&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. The [[Genes#Ageless|Ageless]] gene prevents aging entirely, which prevents fertility loss. [[Biosculpter pod#Age reversal|Age Reversal]]{{IdeologyIcon}} also has a fully restorative effect on fertility. Even a completely infertile pawn (due to age) can start reproduction again.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. By changing a couple's Reproductive Approach &amp;quot;Avoid pregnancy&amp;quot; in the social tab, pregnancy rate will be reduced by {{--|75%}}, but still gives Lovin' at the same rate. Lactation, from having given birth before, gives a {{Bad|x5%}} multiplier to Fertility.&lt;br /&gt;
&lt;br /&gt;
A more stable way to prevent pregnancy is available from the [[Research#Fertility Procedures|Fertility Procedures]] research. This gives access to multiple operations, reversible or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a method of preventing pregnancies that lasts indefinitely but is reversible. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a base 100% success chance and no chance of pawn death upon failure. The operation requires 1 Medicine of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for 1 Medicine of any type.{{Check Tag|Industrial only?|xml implies herbal is not sufficient}} Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another method of preventing pregnancies that lasts indefinitely but is reversible. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a base 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring 1 Medicine of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and 1 Medicine of any type.{{Check Tag|Industrial only?|xml implies herbal is not sufficient}} Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile. Chance of permanent sterilization during vasectomy reversal is higher than IUD's removal. Can be 100% rever&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring 1 Medicine of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure. The operation is irreversable.&lt;br /&gt;
&lt;br /&gt;
Neither of the IUD, Vasectomy and Tubal Ligation will be &amp;quot;healed&amp;quot; by luciferium, bioregeneration cycle and by applying healing or resurrection mech serum.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring 2 Medicine and {{ticks|1500}} of work, after which the pawn will no longer be pregnant. There is a 2% of death if this operation fails (0.04% of death with max surgery success).&lt;br /&gt;
&lt;br /&gt;
This operation can upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days. If a pawn was not happy about the pregnancy, they will gain a {{+|5}} moodlet instead. If performed on another faction's pawn, it is considered a violation and will result in loss of [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
This is the only fertility procedure that does not require the Fertility Procedures research.&lt;br /&gt;
&lt;br /&gt;
== Pregnancy analysis ==&lt;br /&gt;
[[Growth vat]]s are the &amp;quot;best&amp;quot; way to create your own children, with it being faster, having no risk to the mother, and able to be done with low Fertility. However, the nutrition cost is non-negligible. The vats themselves cost some steel, components, and research to make.&lt;br /&gt;
&lt;br /&gt;
If both pawns are reasonably young, fertile, and sleeping at the same time, then pregnancy will be quite common; it is easy to get pawns pregnant, if you wanted them to.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
The baby life stage lasts for ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age 3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], babies will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Depending on the [[Ideoligion#Growth vats|growth vat precept]] {{IdeologyIcon}} colonists may be sad about their baby being, or not being, in a growth vat. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}}&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
[[Artificial body parts]] cannot be applied to babies, but [[Xenogerm]]s can be. Babies cannot be ordered to apply xenogerms by selecting them and right-clicking on the xenogerm, as they cannot walk. Players must instead place an order for it on the health tab.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
{{Stub|section=1|reason=How much less nutrition}}&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any [[#Lactation|lactating]] pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a [[campfire]] or [[stove]] from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence due to their very small body sizes (x0.20 of the size of an adult). Each drug causes a higher severity, increasing its duration. But due to the massive [[Drugs#Addiction and Tolerance|tolerance]], any further drugs are very likely to get them addicted. The actual effects of a drug are the same between babies and adults.&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic drone|psychic drones]], [[Events#Psychic soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
==== Giggling and crying ====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling. Pawns with 0% [[Hearing]] are not affected by the crying.{{Check Tag|Giggling?|Do deaf pawns get the mood buff}}{{Check Tag|Parents vs non|Verify that deafness prevents the mood effects for both giggles and crying for both parents and non parents}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling occurance&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    , 25   , 50, 75, 100&lt;br /&gt;
 | y = 0.125,  0.25,  1,  2,   4 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Crying occurance&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, 25, 50, 75   , 100&lt;br /&gt;
 | y = 12,  6,  1,  0.25,   0.125 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling to crying ratio (higher is better)&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    , 25    , 50, 75, 100&lt;br /&gt;
 | y = 0.011,  0.042,  1,  8,  32 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family by Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. Breastfeeding provides a similar{{Check Tag|Same?|Is the opinion boost the same?}} benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The [[baby]] stage lasts for 45 days (3/4ths of a year). It requires a notably high amount of colonist labor, as the baby must both be fed and played with by adults. &lt;br /&gt;
&lt;br /&gt;
Feeding babies takes a surprisingly long time, especially if breastfed. The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. &lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Lactating pawns are now able to become pregnant and have ovums extracted, but have a x5% multiplier to Fertility. Terminate pregnancy operation increased to 2 medicine (from 1), work slightly reduced.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Xenogerm&amp;diff=137687</id>
		<title>Xenogerm</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Xenogerm&amp;diff=137687"/>
		<updated>2023-10-24T18:07:12Z</updated>

		<summary type="html">&lt;p&gt;Bork: Culling the term &amp;quot;Endogene&amp;quot; from every page I can find it in, all player-facing UI uses the term &amp;quot;Germline&amp;quot; , and Endogene is only used internally.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Xenogerm&lt;br /&gt;
| image = Xenogerm.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| description = A self-contained biological organ containing one or more implantable xenogenes.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Once implanted inside a host's body, the xenogerm modifies the host's genes, gene expression, and phenotypic development using viruses, hormones, bio-synthesized drugs, and possibly mechanites. Depending on the xenogerm, the host will develop any of a wide variety of exotic traits and abilities, transforming them into a different human xenotype.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Xenogerm implantation is a traumatic process. Once implanted with a xenogerm, a person will be bedridden for days as the transformation sets in.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;During storage and transport, xenogerms are kept safe in sealed containers.&lt;br /&gt;
| production facility 1 = Gene assembler&lt;br /&gt;
| research = Xenogenetics&lt;br /&gt;
| skill 1 = Intellectual&lt;br /&gt;
| mass = 0.5&lt;br /&gt;
| marketvalue = 100&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
}}&lt;br /&gt;
A '''xenogerm''' is a specialized organ used to change the [[Xenotypes|xenotype]] of a pawn.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Xenogerms are created at a [[gene assembler]] by combining the [[genes]] from [[genepack]]s stored in nearby [[gene bank]]s. The gene packs are not consumed. Creating a xenogerm is considered a form of research, and requires the [[Skills#Intellectual|intellectual]] skill. The actual time to create a xenogerm depends on the genetic complexity of the genes it contains—ranging from 4 hours at 3 or less complexity, to 23 hours at 20 or more complexity—and then this is scaled by the worker's [[research speed]].&lt;br /&gt;
&lt;br /&gt;
Normally, xenogerms can be created for free. However, if they contain any archite genes, then the required number of [[File:Archite capsule required.png|16px|Archite Capsules]] [[archite capsules]] will need to be provided before gene recombination can begin.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The purpose of a xenogerm is to change the xenotype of the pawn it is installed into. This is done through an implantation surgery. The effects of xenogermination are instant, and will change the affected pawn upon the surgery's completion. Xenogerms have a minimum metabolic efficiency of -5. Pawns cannot receive xenogerms that would lower their efficiency below this value.&lt;br /&gt;
&lt;br /&gt;
Xenogerms completely overwrite a pawn's ''[[xenogene]]s'', genes which are not passed down through [[reproduction]]. This will outright remove xenotypes that are defined by ''xenogenes'', such as [[genies]] or [[sanguophages]]. Xenotypes using ''germline'' genes, such as [[impids]], will not have those genes removed. However, germline genes will be suppressed if they would conflict with the xenogerm. &lt;br /&gt;
For example, a Fast Runner xenogerm will completely suppress a Slow Runner germline gene.&lt;br /&gt;
&lt;br /&gt;
Multiple xenogerms can be implanted on the same pawn, though each one overwrites the last. This includes archite genes, which effectively means that any archite capsules previously spent on the pawn will be lost.&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
[[File:Gizmo xenogerm order implantation.png|75px|thumb|left]]&lt;br /&gt;
Since each xenogerm is unique, its implantation must be ordered manually. There are three ways to do this:&lt;br /&gt;
* Select the xenogerm. Click on the &amp;quot;Order implantation&amp;quot; gizmo. Select the desired patient from the list.&lt;br /&gt;
* Select your patient. Right-click the xenogerm, then click &amp;quot;Order implantation&amp;quot;.&lt;br /&gt;
* Select your patient. Open their health tab, then view their queued surgeries. Select &amp;quot;Add bill&amp;quot;, then choose &amp;quot;Implant xenogerm&amp;quot;. Choose the desired xenogerm from the list that appears.&lt;br /&gt;
&lt;br /&gt;
Once the bill is ready, a doctor will need to perform the implantation surgery. The operation requires 4 medicine of [[Herbal medicine|herbal quality]] or higher, and requires {{Ticks|2000}} of work.&lt;br /&gt;
&lt;br /&gt;
After implantation is complete, the patient will enter a &amp;quot;xenogermination coma&amp;quot;. This lasts about 2 days, depending on the quality of the surgery, and will cause a total inability to move. See the section below on more details on how this time is calculated.&lt;br /&gt;
&lt;br /&gt;
In addition, the patient's genes will need between {{Ticks/gametime/years|6000000}} and {{Ticks/gametime/years|8400000}} to regrow. Extracting their genes with a [[gene extractor]] during this time will kill them. However, it is safe to implant another xenogerm during this time.&lt;br /&gt;
&lt;br /&gt;
==== Breakdown of Xenogermination Time ====&lt;br /&gt;
There are a number of factors and specific effects on xenogermination time, which the list below will break down.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* The time spent in a xenogermination coma depends on the quality of the surgery, clamped within 0% and 100%&lt;br /&gt;
** At 0% quality, the duration will be 3 days&lt;br /&gt;
** At 100% quality, the duration will be 1 day&lt;br /&gt;
** This means that the duration in days can be found with the equation: 3 - (Quality × 2)&lt;br /&gt;
* The quality of the surgery depends on the following factors:&lt;br /&gt;
** The surgery has a base quality of 100%&lt;br /&gt;
** Multiplied by the [[medical surgery success chance]] of the surgeon.&lt;br /&gt;
** Multiplied by the [[surgery success chance factor]] of the patient's bed.&lt;br /&gt;
** Doubled if the doctor has an [[inspired surgery]]&lt;br /&gt;
** Multiplied by the [[medical potency]] of the medicine used, based on a &amp;lt;abbr title=&amp;quot;piecewise linear&amp;quot;&amp;gt;simple&amp;lt;/abbr&amp;gt; curve.&lt;br /&gt;
*** x0.7 at 0% potency, x1 at 100% potency, x1.3 at 200% potency&lt;br /&gt;
*** 88% for [[herbal medicine]] (60% potency)&lt;br /&gt;
*** 100% for [[Medicine|industrial medicine]] (100% potency)&lt;br /&gt;
*** 118% for [[glitterworld medicine]] (160% potency)&lt;br /&gt;
** Multiplied based on the overall complexity of the xenogerm&lt;br /&gt;
*** Factor starts at 100% at 0 complexity&lt;br /&gt;
*** -2% for each point of complexity&lt;br /&gt;
*** Minimum factor of 60%, at 20 points of complexity&lt;br /&gt;
** Multiplied based on patient's age&lt;br /&gt;
*** 100% up to age 20&lt;br /&gt;
*** -1.25% for each year after 20&lt;br /&gt;
*** Minimum of 50% at the age of 60&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Xenogerms with different genes and name stack in trade screen.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genetics&amp;diff=137686</id>
		<title>Genetics</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genetics&amp;diff=137686"/>
		<updated>2023-10-24T18:04:54Z</updated>

		<summary type="html">&lt;p&gt;Bork: Culling the term &amp;quot;Endogene&amp;quot; from every page I can find it in, all player-facing UI uses the term &amp;quot;Germline&amp;quot; , and Endogene is only used internally.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{For|a full list of available genes|Genes}}&lt;br /&gt;
'''Genetics''' are a system introduced in the [[Biotech DLC]], which can add new capabilities to your pawns.&lt;br /&gt;
&lt;br /&gt;
== Genes ==&lt;br /&gt;
{{Main|Genes}}&lt;br /&gt;
Genes are the core feature of the genetics sytem. There are a wide variety of genes, each offering changes, minor or major, positive or negative. Each type of gene has 2 stats:&lt;br /&gt;
* [[File:Metabolism.png|20px|Metabolism]] '''Metabolic Efficiency''' - determines how much food they will need to eat. Otherwise negative genes will increase efficiency (lowering hunger), while otherwise positive genes decrease efficiency (thus, increasing hunger). There is a hard limit of -5 Metabolic Efficiency (x225% hunger). It has no effect past +5 (50% hunger).&lt;br /&gt;
* [[File:Complexity.png|20px|Complexity]] '''Complexity''' - determines how hard it is to create an implantable [[xenogerm]] of that gene. A xenogerm with more and more complex genes will require more [[gene processor]]s and will take longer at a [[gene assembler]] to create.&lt;br /&gt;
&lt;br /&gt;
Certain genes are [[File:GeneBackground ArchiteGene.png|20px]] '''Archite genes'''. These genes provide extremely powerful effects, and require [[archite capsule]]s to install into your colonists. They cannot be extracted with a [[gene extractor]].&lt;br /&gt;
&lt;br /&gt;
=== Heritability ===&lt;br /&gt;
There are 2 ''forms'' of genes that a pawn can exhibit. For any specific gene, a pawn will exhibit either the germline or xenogene version:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] '''Germline'''  are genes heritable through birth. They cannot be modified in any way. However, if a germline gene and xenogene would conflict, the xenogene takes priority.&lt;br /&gt;
* [[File:GeneBackground Xenogene.png|32px]] '''Xenogenes''' are genes modified during life, and cannot be inherited through birth. A [[xenogerm]] can be used to add xenogenes to any pawn. Specifically, a xenogerm will '''overwrite all xenogenes''' and replace them with its own. Xenogenes also count as artificial enhancements for [[body modder]]s and [[body purist]]s.{{Check Tag|Ideo?|What about ideoligion transhumanists and flesh purists?}} &lt;br /&gt;
There is no other functional difference between germline genes and xenogenes, and both can be extracted (unless they are Archite genes). Certain [[xenotype]]s that have naturally adapted to their environment, like [[impids]] and [[yttakin]], use germline genes. Other xenotypes that have been designed, like [[genies]] and [[highmates]], use xenogenes. &lt;br /&gt;
&lt;br /&gt;
Genes can be stored in item form as [[genepack]]s. Genepacks themselves must be stored in a powered [[gene bank]], or they will slowly [[deteriorate]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
=== How to edit genes ===&lt;br /&gt;
There are 3 steps to gene modding within your colony:&lt;br /&gt;
# Research [[Research#Xenogenetics|Xenogenetics]]. This project is available as soon as you research [[Research#Electricity|Electricity]].&lt;br /&gt;
# Gather desirable [[genepack]]s, either from a [[gene extractor]] or through trade. Store them in a [[gene bank]].&lt;br /&gt;
# Use a [[gene assembler]] to create a [[xenogerm]]. This xenogerm can be implanted into your colonists to give them genes.&lt;br /&gt;
Further research is required to create [[gene processor|more complex]] xenogerms and use the [[Genes#Archite|Archite]] genes.&lt;br /&gt;
&lt;br /&gt;
=== Xenotypes ===&lt;br /&gt;
{{Main|Xenotypes}}&lt;br /&gt;
The game's 11 default [[xenotype]]s will appear throughout the game, and in various factions. Each xenotype comes with their own set of genes to take advantage of, without having to go through the whole gene modding process. In order to use the gene extractor, you'll need pawns of different types to extract from.&lt;br /&gt;
&lt;br /&gt;
You can also have your starting colonists be of a custom, player-defined xenotype. You can freely and fully customize your own xenotype. If you started the game with a player xenotype, or if an [[ideoligion]]{{IdeologyIcon}} references a xenotype, then they'll very rarely appear throughout the world.&lt;br /&gt;
&lt;br /&gt;
== Obtaining genepacks ==&lt;br /&gt;
[[Genepack]]s can be obtained by using a gene extractor, through [[trade]], or as a [[quest]] reward. In any case, you'll need a [[gene bank]] to store gene packs, or they will deteriorate soon enough. Genepacks are not consumed; so long as they aren't destroyed, you can use their genes forever.&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|Gene extractor|32}} '''Gene extractor'''&lt;br /&gt;
The [[gene extractor]] will extract a random genepack from a pawn, whether they are a colonist, [[prisoner]], or [[slave]]{{IdeologyIcon}}. Each extraction has a 70% chance of extracting 1 gene, 20% chance of extracting 2 genes, and 10% chance of extracting 3 or 4. In any case, all genes will be stored in a single pack; you cannot separate the genes inside. Which genes you get are entirely random, but 0 Complexity genes (cosmetic genes like [[Genes#Pig ears|Pig Ears]]) are 33% as likely to be obtained.&lt;br /&gt;
&lt;br /&gt;
Extracting a genepack causes the ''Genes Regrowing'' condition for 12 - 20 days. This prevents future extraction, unless you want to kill the pawn. In addition, gene extraction causes ''Gene Shock'' for 2 days, with mild symptoms ({{++|5%}} [[pain]], {{--|5%}} [[Consciousness]], {{--|15%}} [[blood filtration]]).&lt;br /&gt;
&lt;br /&gt;
The extractor can extract both xenogenes and germline genes. However, it cannot extract any of the [[Genes#Archite|Archite]] genes.&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|Genepack|24}} '''Trade / Quests'''&lt;br /&gt;
Genespacks can be sold by [[Traders#By inventory|exotic goods traders]] or [[faction base]]s, of the outlander tech level or higher. They can also be offered as a quest reward. &lt;br /&gt;
&lt;br /&gt;
These are the only way to get [[Genes#Archite|Archite]] genepacks. Archite genes will always come with at least 1 other gene; you cannot get an isolated archite gene normally.&lt;br /&gt;
&lt;br /&gt;
== Assembling a xenogerm ==&lt;br /&gt;
Xenogerms can be created with the help of gene assemblers, and if needed, gene processors.&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|Gene assembler|32}} '''Gene assembly'''&lt;br /&gt;
[[Gene assembler]]s create xenogerms, using any gene found in nearby [[gene bank]]s. Once you have created a desired set of genes, then hit Start Combining. Assembling a xenogerm does not consume the genepacks.&lt;br /&gt;
&lt;br /&gt;
By default, xenogerms cost no material to create. They only take colonist time. Pawns with higher [[Research Speed]] - namely those with high Intetellectual skill - will create xenogerms faster. [[Genes#Archite|Archite]] genes will require [[archite capsule]]s per xenogerm.&lt;br /&gt;
&lt;br /&gt;
In order to create genes with a Complexity over 6, you will need a [[gene processor]]. Each processor costs {{Required Resources|gene processor}} and increases the complexity limit by +2. In order to build gene processors, you'll need the [[Research#Gene processor|Gene Processor]] research.&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|Xenogerm|24}} '''Installing a xenogerm'''&lt;br /&gt;
Once a xenogerm has been created, all you need to do is install it. This can be done by selecting the xenogerm and using the Order Implantation gizmo. You can also order implantation by selecting it as an operation. Implanting a xenogerm costs {{Icon Small|herbal medicine}} 4 [[herbal medicine]] or better, and causes a xenogerm coma for 1-3 days. The exact time of the coma depends on the quality of the [[surgery]] (see [[Xenogerm#Breakdown of Xenogermination Time|Breakdown of Xenogermination Time]] for details).&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Gene modding ===&lt;br /&gt;
For being an advanced technology on Earth and in other fictional media, gene modding in RimWorld is quite inexpensive:&lt;br /&gt;
* {{Required Resources|Gene extractor}} for a [[gene extractor]]&lt;br /&gt;
* {{Required Resources|Gene assembler}} for a [[gene assembler]]&lt;br /&gt;
* {{Required Resources|Gene bank}} per [[gene bank]], which stores 4 [[genepack]]s per bank&lt;br /&gt;
* {{Icon Small|herbal medicine}} 4 [[herbal medicine]] per xenogerm implantation, and nothing to create one&lt;br /&gt;
You don't need to build the assembler until you actually have genes you want to implant. Therefore, the total cost to ''start'' the gene process is only {{Icon Small|steel||{{#expr: {{Q|gene bank|Resource 1 Amount}} + {{Q|gene extractor|Resource 1 Amount}} }}}} [[steel]] and {{Icon Small|component||{{#expr: {{Q|gene bank|Resource 2 Amount}} + {{Q|gene extractor|Resource 2 Amount}} }}}} [[component]]s, a very affordable cost.&lt;br /&gt;
&lt;br /&gt;
However, getting your desired genes is another story. Extractors take a long time, especially if you want a ''specific'' gene. Each extraction takes 12-20 days per person, for entirely random genes; there's no protection against duplicates, for instance. If you want to experiment with gene modding, it's best to start early. Plan ahead, capturing many prisoners of a desired xenotypes, even if you don't want to recruit them. Give any gene-donors the [[peg leg#Analysis|leg treatment]] to make sure they don't rebel. You can also use gene-donors for their [[hemogen pack|blood]] and a [[lung]], if so desired (removing a [[kidney]] makes them vulnerable to disease). Traders and quests offer genepacks purely through the whims of RNG.&lt;br /&gt;
&lt;br /&gt;
[[Power]] costs are minimal. Each gene bank consumes {{Q|Gene bank|Power Consumption}} W of power. Both the extractor and assembler can be turned off when they aren't needed, and in any case, have a total power draw of only {{#expr: -{{Q|Gene assembler|Power Consumption}} - {{Q|Gene extractor|Power Consumption}} }} W.&lt;br /&gt;
&lt;br /&gt;
'''The benefit'''&amp;lt;br/&amp;gt;&lt;br /&gt;
In return, genes can be ''well'' worth it. For example:&lt;br /&gt;
* [[File:Neanderthal.png|20px|link=Neanderthals]] [[Neanderthals]] - [[File:Gene Tough.png|24px|link=Genes#Robust]] [[Genes#Robust|Robust]] is {{Good|x75%}} damage from all sources, stacking with the [[tough]] trait. This equates to {{Good|x133%}} more health in just about every combat situation. Enough to prevent a [[short bow]] from instantly killing your pawns through a headshot.&lt;br /&gt;
* [[File:Genie.png|20px|link=Genies]] [[Genies]] - [[File:Gene GreatCrafting.png|24px|link=Genes#Great Crafting]] [[Genes#Skill|Great Creating]] means +8 Crafting skill. You still learn and lose the skill at the normal rate, just that you have an additional +8 skill. Level 20 Crafting is both easy to reach and ''keep'' - with a &amp;quot;natural&amp;quot; level 20 pawn, their skill XP will decay quickly. This applies to every Strong/Great &amp;lt;skill&amp;gt; gene out there.&lt;br /&gt;
* [[File:Waster.png|20px|link=Wasters]] [[Wasters]] - [[File:ChemicalDependency Psychite.png|24px|link=Genes#Drugs]] [[Genes#Drugs|Psychite dependency]] means that your pawns can take [[flake]] or [[yayo]], instantly gaining {{+|35}} [[mood]] any time, without addiction or any possible overdoses. Metabolic efficiency ''increases'' by {{+|4}}, reducing hunger to {{Good|x60%}} or allowing you to install other genes. (You can still get kidney damage if tolerance is too high).&lt;br /&gt;
&lt;br /&gt;
:All &amp;quot;dependency&amp;quot; means is that you need 12 flake/psychite tea ''per year''. Even with the reduced plant yield from [[difficulty|Losing is Fun]], only '''10''' [[psychoid plant]]s are enough to sustain a dependent pawn for an entire year.&lt;br /&gt;
* [[File:Sanguophage.png|20px|link=Sanguophages]] [[Sanguophages]] - While you can't just extract their Archite genes, sanguophages come with a large variety of good and bad genes. From [[Genes#Low sleep|Low Sleep]] to [[Genes#Fast runner|Fast runner]] to Robust to any of the [[Genes#Hemogen|Hemogenic]] genes, you can get a lot. Capture all the sanguophages in the sanguophage gathering [[quest]], and get a chance at a large variety of genes - and 2 [[lung]]s, 2 [[kidney]]s, a [[heart]], and a [[liver]] per prisoner. Note that sanguophages often have the ''Genes Regrowing'' hediff from the start, unless you select &amp;quot;Xenogerm implantation&amp;quot; as a reward.&lt;br /&gt;
Of course, these are not the only great genes out there. Virtually every xenotype has at least 1 gene worth extracting. &lt;br /&gt;
&lt;br /&gt;
With any extracted gene, they are independent from any of the pre-existing xenotypes. Instead of being stuck with a neanderthal's [[Genes#Slow study|Slow study]] and [[Genes#Slow walker|Slow walker]], you can choose your own downsides for your Robust xenogerm (so long as you actually have the genepacks to do so).&lt;br /&gt;
&lt;br /&gt;
Even if you started with your own xenotype, any recruited colonist will most likely not be that xenotype. It takes an extremely long time to ''replicate'' a player's xenotype exactly, but you can give new pawns a bunch of great genes in the process.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Xenogenes count as artificial enhancements for body modders/prosthophobes.{{Sic}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human_meat&amp;diff=137685</id>
		<title>Human meat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human_meat&amp;diff=137685"/>
		<updated>2023-10-24T18:01:10Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Acquisition */ Minor clarification that the mood penalty listed only applies to non-ideology users.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Meat (disambiguation)|Meat|Insect meat}}&lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Human meat&lt;br /&gt;
| image = Meat human b.png&lt;br /&gt;
| description = Raw butchered flesh. Can be cooked into meals or eaten raw, although most humans dislike the idea.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 0.8&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| days to rot = 2&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
}}&lt;br /&gt;
'''Human meat''' is [[meat]] obtained when a [[Work#Cook|cook]] butchers [[human]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Human meat is obtained when a [[Work#Cook|cook]] butchers [[human]]s. Humans have a base [[Meat Amount|Meat Yield]] of 140, but the actual number depends on the [[Butchery Efficiency]] of the butcher, damage of the corpse, and a number of other factors.&lt;br /&gt;
&lt;br /&gt;
Without [[Ideology]]{{IdeologyIcon}} butchering a human gives {{--|6}} [[mood]] for all colonists in the colony, and an additional {{--|6}} to the butcher. The former moodlet does not stack, meaning butchering 100 corpses gives the same colony-wide mood as one (the butcher's penalty ''does'' stack). [[Psychopath]]s and pawns with [[bloodlust]] ignore either butchering penalty, as do any [[cannibal]]s.&lt;br /&gt;
The mood effects of butchering humans with an [[Ideoligion]] are based on the precept of the ideoligion the pawn follows.&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Human meat is like any other [[raw food]]. It can be used to create [[meal]]s, or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. &lt;br /&gt;
&lt;br /&gt;
Most humans despise eating human meat, which is cannibalism. Raw human meat gives a {{--|20}} [[mood]]let, and cooking human meat into [[meal]]s (including in [[nutrient paste meal|nutrient paste]]) gives a {{--|15}} [[mood]]let. Pawns with the [[Cannibal (Trait)|Cannibal]] trait instead gain {{+|20}} for raw meat and {{+|15}} for cooked meat. The moodlets for raw and cooked cannibalism stack with each other, either way. Mood effects can also be swayed by a pawn's [[Ideoligion]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Processing human meat, once it has been butchered, incurs no penalties. Human meat can be made into meals, used for animal feed, processed in [[biofuel refinery]] for [[chemfuel]], or put in a [[biosculpter pod]]{{IdeologyIcon}} or [[growth vat]]{{BiotechIcon}}, and nobody will feel bad about it unless it is eaten directly.&lt;br /&gt;
&lt;br /&gt;
Its market value is only {{Icon Small|silver||{{P|Market Value Base}}}} [[silver]], or {{%|{{P|Market Value Base}}/{{Q|Meat|Market Value Base}}|0}} of regular meat. However, processing it into meals or [[chemfuel]] will ignore its origin when considering market value.&lt;br /&gt;
&lt;br /&gt;
Human meat is also used as a building ingredient for the [[cannibal platter]]{{IdeologyIcon}}, which requires {{Required Resources|Cannibal platter|simple=1}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Butchering a human is already upsetting for a good majority of colonists. So in a colony not filled with cannibals, eating it should only be for absolute emergencies, in extreme [[biome]]s like sea ice, or to please a cannibal on verge of [[mental break]]. For a cannibal, both the cooked cannibalism and raw cannibalism mood buffs stack, for a total of {{+|35}} mood. However, most cannibals still get {{--|7}} mood for eating raw food. You can further boost mood with [[fine meal]]s, [[lavish meal]]s, or their [[carnivore fine meal|carnivore]] [[carnivore lavish meal|variant]]s. Alternatively, the massive mood debuff might make human meat situationally useful. It may force a [[tortured artist]] into a mental break, or cause a [[Mental break#Crisis of Belief|Crisis of Belief]] in the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
Using human meat for carnivorous animals (whenever raw or [[kibble]]) isn't cannibalism, so the animals won't mind. It may be wiser to leave corpses unbutchered, as the butchering itself has a fairly large penalty to both the butcher and the colony. Note that colonists still don't like seeing corpses, so watch out for your haulers.&lt;br /&gt;
&lt;br /&gt;
In the [[Ideology DLC]], a colonly's [[ideoligion]] can make this a different story. With the Cannibalism meme and/or precept, [[raider]]s become a completely viable source of both food and positive moodlets. Setting the precept to Required (Ravenous) gives the greatest mood buffs, +6 per meal, but also gives a strong debuff when human meat isn't available. This is also possible in the base game with a colony entirely comprised of the cannibal trait. By adjusting the [[scenario]] (&amp;quot;Forced trait&amp;quot;), you can set all starting colonists, or every pawn in the game, to be cannibals.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Meat human a.png|One human meat&lt;br /&gt;
Meat human b.png|Partial stack&lt;br /&gt;
Meat human c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Meat human old.png|Old texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Meat]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=137635</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=137635"/>
		<updated>2023-10-22T18:06:29Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Violence */  Minor clarification as to which breaks count as &amp;quot;Violent&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Finish adding xenotype icons to genes.}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls the rate at which pawns get [[Saturation|hungry]]. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).{{Check Tag|Detail needed|Specific math}}&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.5.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&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;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.'' &lt;br /&gt;
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves [[firefoam]] filth on the ground, extinguishing fires and preventing new ones from igniting.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.'' &lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&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;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.&lt;br /&gt;
'''Note:''' This gene can't be extracted from Sanguophages or other pawns'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} [[Hemogen]] per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* Target: Single non-[[#Hemogenic|Hemogenic]]{{Check Tag|Verify|Description says hemogenic, xml says canTargetBloodfeeders. which is it?}} human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders,  negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.&lt;br /&gt;
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* [[Hemogen]] Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.'' &lt;br /&gt;
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.&lt;br /&gt;
'''Note:''' This gene can't be extracted from Sanguophages or other pawns'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**Deathrest is initated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&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;
== Health ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.&lt;br /&gt;
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&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;
== Psychics ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&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;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&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;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will receive a -30 mood penalty that linearly decays over the course of 21 days.{{Check Tag|Confirm duration}} Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&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;
==Movement==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&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;
== Mood ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&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;
== Temperature ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&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;
== Resistance and sensitivity ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&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;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&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;
== Violence ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)&lt;br /&gt;
** Will never prison break&lt;br /&gt;
** [[Arrest]]ing never fails, and will never berserk on arrest.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200% ((Tantrum, Berserk, Slaughterer, Murderous Rage)) {{Check Tag|Wb minor breaks?|Minor has no violent options. Does this affect the chance at that tier in any way?}}&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}}&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&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 judges people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
---- &lt;br /&gt;
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&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;
== Sleep ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate: {{Bad|×180%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate: {{Bad|×140%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate: {{Good|×40%}}&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables [[need]]: [[Sleep]]&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&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;
== Pain ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&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;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with both the [[Delicate|Delicate]] and [[Tough]] traits. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&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;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&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;
== Reproduction ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&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;
== Beauty ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&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;
== Cosmetic ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&amp;lt;br&amp;gt;[[File:Speech_Male_R&amp;amp;D_v4_28.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&amp;lt;br&amp;gt;[[File:Roar_Voice_Call_B02.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&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;
=== Body type ===&lt;br /&gt;
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, [[File:Neanderthal.png|20px|link=Neanderthals]][[Neanderthals]] cannot be thin, because they have all three of the other genes.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&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;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;[[File:Hair_SnowWhite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;[[File:Hair_Grey.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;[[File:Hair_Blonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;[[File:Hair_SandyBlonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;[[File:Hair_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;[[File:Hair_ReddishBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;[[File:Hair_Brown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;[[File:Hair_DarkBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;[[File:Hair_DarkReddish.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;[[File:Hair_MidBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;[[File:Hair_DarkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;[[File:Hair_InkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;[[File:Hair_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;[[File:Hair_Teal.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;[[File:Hair_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;[[File:Hair_Pink.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;[[File:Hair_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;[[File:Hair_Red.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&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;
=== Melanin ===&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as an endogene unless they already have a skin-color endogene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;[[File:Skin_Melanin1.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;[[File:Skin_Melanin2.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;[[File:Skin_Melanin3.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;[[File:Skin_Melanin4.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;[[File:Skin_Melanin5.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;[[File:Skin_Melanin6.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;[[File:Skin_Melanin7.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;[[File:Skin_Melanin8.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;[[File:Skin_Melanin9.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&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;
=== Skin ===&lt;br /&gt;
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. [[File:Impid.png|20px|link=Impids]][[Impids]] have three), and one will be chosen.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&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;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.'' &lt;br /&gt;
----&lt;br /&gt;
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].&lt;br /&gt;
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description&lt;br /&gt;
* Removes [[mood]]: Darkness: {{--|5}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&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;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&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;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&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;
== Drugs ==&lt;br /&gt;
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0% &lt;br /&gt;
* Tolerance build-up for ''all'' drugs: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite overdose chance: ×0%{{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] is not prevented.&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Go-juice overdose chance: ×0%. {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
---- &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Wake-up overdose chance: ×0% {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&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;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&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;
== Notes ==&lt;br /&gt;
* Genes that are restricted for specific xeno humans will cause a bug if its present at humans not belonging to said xeno races. (i.e: unable to draft){{Check Tag|Clarify|I cannot understand what this is trying to say. I can't even say if its wrong/been fixed because I'm not sure what &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}. &lt;br /&gt;
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.&lt;br /&gt;
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.&lt;br /&gt;
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|2}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corset&amp;diff=137617</id>
		<title>Corset</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corset&amp;diff=137617"/>
		<updated>2023-10-21T04:23:37Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Trade */ Culled for being confusing and mechanically innacurate in regards to how quality and market value work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Corset&lt;br /&gt;
| image = Corset.png&lt;br /&gt;
| description = An embroidered corset with strong wire support to maintain a ladylike shape. Appropriate for middle-upper-ranked noblewomen.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 100&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Noble apparel&lt;br /&gt;
| work to make = 12000&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 45&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationcoldfactor = 0.4&lt;br /&gt;
| insulationheatfactor = 0.1&lt;br /&gt;
| armorbluntfactor  = 0.2&lt;br /&gt;
| armorsharpfactor  = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| mass base = 0.75&lt;br /&gt;
| coverage = Torso&lt;br /&gt;
| layer = Middle&lt;br /&gt;
| defName = Apparel_Corset&lt;br /&gt;
| thingCategories = ApparelNoble&lt;br /&gt;
| tags = Royal, RoyalTier5&lt;br /&gt;
}}&lt;br /&gt;
The '''Corset''' is a clothing item added in the [[Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
As a complicated garment, Corsets can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], and requires [[Research#Noble apparel|Noble Apparel]] to be researched in order to be crafted. A Corsets requires 45 of any [[textile]], and {{Ticks|{{P|Work To Make #}}}} of work.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at traders and as a quest reward.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Corsets cover the same layer of clothing as a [[flak vest]]. They can be worn over shirts and under outer layer clothing.&lt;br /&gt;
&lt;br /&gt;
Female [[Titles|Nobles]] of Baron rank and above require either one of these, a [[Eltex vest]], or [[prestige armor]] to consider themselves properly dressed and avoid a negative moodlet. The male equivalent is the [[Formal vest]]. Male pawns will receive a mood debuff while wearing this item.&lt;br /&gt;
&lt;br /&gt;
When worn by a [[slave]],{{IdeologyIcon}} a corset increases the rate that [[suppression]] is lost by 10% per day. This stacks additively with all other forms of suppression loss rate offsets.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Even the best corsets provide dramatically less protection than a flak vest: a [[Quality|masterwork]] [[thrumbofur]] corset having about as much sharp protection and worse blunt protection than an [[Quality|awful]] flak vest, which also covers the neck and shoulders. However, flak slows a pawns' movement speed by -0.12c/s, a 2.6% reduction on a healthy, [[Artificial body parts|unmodified]], [[Traits#Speed_Traits|untraited]] pawn. This is a small, but potentially relevant downside. &lt;br /&gt;
&lt;br /&gt;
If speed is critical, then the [[recon armor]] is much more expensive, but completely outclasses the [[duster]]/[[cape]] + corset combination. Thus, the protective niche for the corset is small - where top tier textiles like thrumbofur or [[devilstrand]] are available '''''and''''' where either:&lt;br /&gt;
# movement speed is significantly more important than protection, but recon armor is not available; or&lt;br /&gt;
# a [[research]] state where corsets are available and flak vests are not. &lt;br /&gt;
&lt;br /&gt;
Corsets are also considered noble clothing; Barons and Counts will become upset without one. [[Prestige recon armor]] is even more expensive than normal recon to create. [[Eltex vest]]s boost [[psycast]]ing power, but can't be crafted and protect worse than even a plainleather corset. It may be desirable to switch to flak during combat, taking the mood penalty in the process.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sharp armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name = Flak vest          | set1armor1 = {{Q|Flak vest|Armor - Sharp}}&lt;br /&gt;
| set2name = Devilstrand Corset | set2armor1 = {{#expr: {{P|Armor Factor - Sharp}} * {{Q|Devilstrand|Armor - Sharp Factor}}*100}}&lt;br /&gt;
| set3name = Thrumbofur Corset  | set3armor1 = {{#expr: {{P|Armor Factor - Sharp}} * {{Q|Thrumbofur|Armor - Sharp Factor}}*100}} &lt;br /&gt;
}} &lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name = Recon armor (Whole Body)            | set1armor1 = {{Q|Recon armor|Armor - Sharp}}&lt;br /&gt;
| set2name = Devilstrand Corset &amp;amp; Duster (Torso) | set2armor1 = {{#expr: {{P|Armor Factor - Sharp}} * {{Q|Devilstrand|Armor - Sharp Factor}}*100}} | set2armor2 = {{#expr: {{Q|Duster|Armor Factor - Sharp}} * {{Q|Devilstrand|Armor - Sharp Factor}}*100}} &lt;br /&gt;
| set3name = Thrumbofur Corset &amp;amp; Duster (Torso)   | set3armor1 = {{#expr: {{P|Armor Factor - Sharp}} * {{Q|Thrumbofur|Armor - Sharp Factor}}*100}}  | set3armor2 = {{#expr: {{Q|Duster|Armor Factor - Sharp}} * {{Q|Thrumbofur|Armor - Sharp Factor}}*100}} &lt;br /&gt;
}}  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Corsets and [[formal vest]]s are the most efficient apparel for profit per unit textile, i.e. Value / Material, in the game. This is because they require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit textile by creating corsets/vests. This also means they have the highest Crafting XP per material.&lt;br /&gt;
&lt;br /&gt;
In other words, either option is the best '''when you are limited by your supply of textiles''', but when crafter time isn't an issue. If the [[Royalty DLC]] is disabled, then this role is taken by [[duster]]s. Note that other considerations can exist.&lt;br /&gt;
&lt;br /&gt;
*If no remotely competent crafters are available, but great constructors are, then [[armchair]]s are an alternative for Value / Material. However, selling any building incurs a x0.7 [[Sell Price Multiplier]], making armchairs inferior for equal skill.&lt;br /&gt;
*If Value / Crafter Time is more important, then you should make [[tribalwear]] and [[top hat]]s instead.&lt;br /&gt;
&lt;br /&gt;
Lower value materials are profitable at lower skill levels. For example, [[cloth]] corsets require only a crafting skill of 1 with a average market value modifier of 68% to average a value higher than the 67.5 {{Icon Small|silver}} of selling the cloth itself, while the most expensive textile, [[thrumbofur]], requires a skill level of 5 to do the same. Thus, a skill level of 5 is sufficient to average profitable for corsets for all available materials.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] release - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Work to make 3000-&amp;gt;12000&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Formal_vest&amp;diff=137610</id>
		<title>Formal vest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Formal_vest&amp;diff=137610"/>
		<updated>2023-10-20T15:48:57Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Trade */ Culled for being confusing and mechanically innacurate in regards to how quality and market value work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Formal vest&lt;br /&gt;
| image = Royalvest.png&lt;br /&gt;
| description = A vest embroidered with complex decorative designs.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 100&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Noble apparel&lt;br /&gt;
| work to make = 12000&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 45&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationcoldfactor = 0.4&lt;br /&gt;
| insulationheatfactor = 0.1&lt;br /&gt;
| armorbluntfactor = 0.2&lt;br /&gt;
| armorsharpfactor = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| mass base = 0.75&lt;br /&gt;
| coverage = Torso&lt;br /&gt;
| layer = Middle&lt;br /&gt;
| defName = Apparel_VestRoyal&lt;br /&gt;
| thingCategories = ApparelNoble&lt;br /&gt;
| tags = Royal, RoyalTier5&lt;br /&gt;
}}&lt;br /&gt;
The '''formal vest''' is a clothing item added in the [[Royalty DLC]]. Male [[Titles|Nobles]] of Baron rank and above require either one of these, an [[eltex vest]], or power armor to consider themselves properly dressed and avoid a negative moodlet. The Female equivalent is the [[corset]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
As a complicated garment, Formal Vests can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], and require [[Research#Noble apparel|Noble Apparel]] to be researched in order to be crafted. A Formal Vest requires 45 of any [[textile]], and {{Ticks|12000}} of work.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at [[traders]] and as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Formal vests cover the same layer of clothing as a [[flak vest]]. They can be worn over shirts and under outer layer clothing.&lt;br /&gt;
&lt;br /&gt;
Male [[Titles|Nobles]] of Baron rank and above require either one of these, an [[eltex vest]], or [[prestige armor]] to consider themselves properly dressed and avoid a negative moodlet. The female equivalent is the [[corset]]. Female pawns will receive a mood debuff while wearing this item.&lt;br /&gt;
&lt;br /&gt;
When worn by a [[slave]],{{IdeologyIcon}} a corset increases the rate that [[suppression]] is lost by 10% per day. This stacks additively with all other forms of suppression loss rate offsets.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Even the best formal vests provide dramatically less protection than flak: a [[Quality|masterwork]] [[thrumbofur]] formal vest having about as much sharp protection and worse blunt protection than an [[Quality|awful]] flak vest, which also covers the neck and shoulders. However, flak slows a pawns' movement speed by -0.12c/s, a 2.6% reduction on a healthy, [[Artificial body parts|unmodified]], [[Traits#Speed_Traits|untraited]] pawn. This is a small, but potentially relevant downside. &lt;br /&gt;
&lt;br /&gt;
If speed is critical, then the [[recon armor]] is much more expensive, but completely outclasses the [[duster]]/[[cape]] + formal vest combination. Thus, the protective niche for the formal vest is small - where top tier textiles like thrumbofur or [[devilstrand]] are available '''''and''''' where either:&lt;br /&gt;
# movement speed is significantly more important than protection, but recon armor is not available; or&lt;br /&gt;
# a [[research]] state where formal vests are available and flak vests are not. &lt;br /&gt;
&lt;br /&gt;
Formal vests are also considered noble clothing; Barons and Counts will become upset without one. [[Prestige recon armor]] is even more expensive than normal recon to create. [[Eltex vest]]s boost [[psycast]]ing power, but can't be crafted and protect worse than even a plainleather corset. It may be desirable to switch to flak during combat, taking the mood penalty in the process.&lt;br /&gt;
&lt;br /&gt;
=== Comparison ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Sharp armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name = Flak vest               | set1armor1 = {{Q|Flak vest|Armor - Sharp}}&lt;br /&gt;
| set2name = Devilstrand Formal Vest | set2armor1 = {{#expr: {{P|Armor Factor - Sharp}} * {{Q|Devilstrand|Armor - Sharp Factor}}*100}}&lt;br /&gt;
| set3name = Thrumbofur Formal Vest  | set3armor1 = {{#expr: {{P|Armor Factor - Sharp}} * {{Q|Thrumbofur|Armor - Sharp Factor}}*100}} &lt;br /&gt;
}} &lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name = Recon armor (Whole Body)                 | set1armor1 = {{Q|Recon armor|Armor - Sharp}}&lt;br /&gt;
| set2name = Devilstrand Formal Vest &amp;amp; Duster (Torso) | set2armor1 = {{#expr: {{P|Armor Factor - Sharp}} * {{Q|Devilstrand|Armor - Sharp Factor}}*100}} | set2armor2 = {{#expr: {{Q|Duster|Armor Factor - Sharp}} * {{Q|Devilstrand|Armor - Sharp Factor}}*100}} &lt;br /&gt;
| set3name = Thrumbofur Formal Vest &amp;amp; Duster (Torso)  | set3armor1 = {{#expr: {{P|Armor Factor - Sharp}} * {{Q|Thrumbofur|Armor - Sharp Factor}}*100}}  | set3armor2 = {{#expr: {{Q|Duster|Armor Factor - Sharp}} * {{Q|Thrumbofur|Armor - Sharp Factor}}*100}} &lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Formal vests and [[corset]]s are the most efficient apparel for profit per unit textile, i.e Value / Material, in the game. This is because they require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit textile by creating vests/corsets. This also means they have the highest Crafting XP per material.&lt;br /&gt;
&lt;br /&gt;
In other words, either option is the best '''when you are limited by your supply of textiles''', ''and'' when crafter time is in surplus. If the [[Royalty DLC]] is disabled, then this role is taken by [[duster]]s. Note that other considerations can exist.&lt;br /&gt;
&lt;br /&gt;
*If no remotely competent crafters are available, but great constructors are, then [[armchair]]s are an alternative for Value / Material. However, selling any building incurs a x0.7 [[Sell Price Multiplier]], making armchairs inferior for equal skill.&lt;br /&gt;
*If Value / Crafter Time is more important, then you should make [[tribalwear]] and [[top hat]]s instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lower value materials are profitable at lower skill levels. For example, [[cloth]] formal vests require only a crafting skill of 1 with a average market value modifier of 68% to average a value higher than the 67.5 {{Icon Small|silver}} of selling the cloth itself, while the most expensive textile, [[thrumbofur]], requires a skill level of 5 to do the same. Thus, a skill level of 5 is sufficient to average profitable for formal vests for all available materials.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] initial release - Added.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]] - no longer covers the arms, neck and shoulders.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - work to make 3000 -&amp;gt; 12000&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=137604</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=137604"/>
		<updated>2023-10-19T03:24:47Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Toxic buildup */ Minor clarification that severity goes down by 8%/day, rather than 0.08/day which would take 1,250 days rather than 12.5 to go from 100% to 0%&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]]}}&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 can first get Alzheimer's at age 34.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&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;
&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;
| {{GraphChart&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 can first get a bad back at age 41.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&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 can first get a cataract at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&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 only has a 70% base chance to succeed.{{Check Tag|Fact Check|Not in .xml}} Also note that if the surgery fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery 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 can first get a carcinoma from normal aging at age 23. 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;
| {{GraphChart&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]] 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 day 4&lt;br /&gt;
**15% at day 12&lt;br /&gt;
**25% at day 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get dementia from aging at age 69. 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;
| {{GraphChart&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]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get frail at age 51.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&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 600 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 500 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 300 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 200 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 120 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 can first get an artery blockage at age 21.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&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 can first get hearing loss at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! 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 [[Genes#Bloodfeeder|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;
| {{GraphChart&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'|{{GraphChart&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;
{{GraphChart&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'|{{GraphChart&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;
{{GraphChart&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;
== 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  mechanjcs etc.}}&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;
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]], reverting the human's reproductive system.&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 and resurrector mech serum can cure cirrhosis, including any DLC added healing methods.{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it. What about Luciferium for instance?}}&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]]{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it.}}&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;
|}&lt;br /&gt;
&lt;br /&gt;
There is a 12% chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain. Can affect animals.&lt;br /&gt;
&lt;br /&gt;
Note that while it does negate the [[consciousness]] penalty from all brain damage (even from scars that didn't cause savant to appear), it does not negate the missing health, or the potential pain from the scar. To treat those problems, you must treat the brain damage itself.&lt;br /&gt;
*Treatable with [[healer mech serum]].&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 [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. &lt;br /&gt;
&lt;br /&gt;
Raw food has a flat 2% chance of giving food poisoning, while [[corpse]]s have a flat 5% 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;
&lt;br /&gt;
The % for food poisoning is determined when the meal is created, and is then tied to that specific meal.&lt;br /&gt;
:{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&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; align=&amp;quot;center&amp;quot; | 0 || style=&amp;quot;background-color:#F00000&amp;quot; align=&amp;quot;center&amp;quot; | 5.00% || rowspan=&amp;quot;10&amp;quot;| {{GraphChart|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;
|- style=&amp;quot;background-color:#FF5500&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 4.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 2.00%&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 1.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 1.00%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0.50%&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 0.25%&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | 0.15%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9-20 || align=&amp;quot;center&amp;quot; | 0.10%&lt;br /&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;&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;
* Much 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;
* 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 minimized by using manipulating the factors in its causation mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. &lt;br /&gt;
&lt;br /&gt;
There is no treatment for food poisoning, you simply have to let it run its course.{{Check Tag|Verify|Verify that healer mech serums, and to a less extent Luci and biosculpter pods don't have any effect. Add findings to Template:Heal Option Table}} This effectively cripples the pawn for almost the full 24 hour cycle.&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 an 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}}&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}}. A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them.&lt;br /&gt;
&lt;br /&gt;
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]] such as [[Genes#Partial antitoxic lungs|Partial antitoxic lungs]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]], or [[Genes#Tox resistance|Tox resistance]] and [[Genes#Tox immunity|Tox immunity]].&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;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC]], 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 [[Psycasts#Psycasts#Neural heat limit|neural heat limits]] 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;
{{quote|&amp;quot;This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage.&amp;quot;|In-game description}}&lt;br /&gt;
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day.{{Check Tag|Mechanitor Factor?|Mechanitor factor of 2 is detailed in the severity per day section of the code. What is this? Does it mean Mechanitors reduce in severity 2x as fast? Etc.}} This has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Manipulation]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Moving]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Vomiting]] {{MTB}}: {{Bad|1.5 days}}&lt;br /&gt;
* [[Mood]]: {{--|8}}&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 laying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from laying 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;
== 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 [[metabolism]] (-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 more than 2 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;
* 0-50% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 50-60% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 60-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 80% of life expectancy (i.e. 64 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. Every {{ticks|5000}} 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 treat itself on its own, but usually the heart attack progresses to fatal severity.&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 maximum chance a particular treatment can succeed is 65%.&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;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=137348</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=137348"/>
		<updated>2023-10-02T05:25:14Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Drugs */  Fixing minor error regarding the Impervious genes for substances that do not have tolerance (Go-Juice and Wake-up), these genes do not touch tolerance at all due to the substance not having it in the first place.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Finish adding xenotype icons to genes.}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls the rate at which pawns get [[Saturation|hungry]]. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).{{Check Tag|Detail needed|Specific math}}&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Endogenes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.5.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&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;
== Special abilities ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.'' &lt;br /&gt;
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves [[firefoam]] filth on the ground, extinguishing fires and preventing new ones from igniting.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.'' &lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&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;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.&lt;br /&gt;
'''Note:''' This gene can't be extracted from Sanguophages or other pawns'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} [[Hemogen]] per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* Target: Single non-[[#Hemogenic|Hemogenic]]{{Check Tag|Verify|Description says hemogenic, xml says canTargetBloodfeeders. which is it?}} human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders,  negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.&lt;br /&gt;
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* [[Hemogen]] Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.'' &lt;br /&gt;
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.&lt;br /&gt;
'''Note:''' This gene can't be extracted from Sanguophages or other pawns'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**Deathrest is initated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&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;
== Health ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.&lt;br /&gt;
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&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;
== Psychics ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&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;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&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;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will receive a -30 mood penalty that linearly decays over the course of 21 days.{{Check Tag|Confirm duration}} Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&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;
==Movement==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&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;
== Mood ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&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;
== Temperature ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&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;
== Resistance and sensitivity ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&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;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&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;
== Violence ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
** [[Arrest]]ing never fails, and will never berserk on arrest.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&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 judges people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
---- &lt;br /&gt;
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&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;
== Sleep ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate: {{Bad|×180%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate: {{Bad|×140%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate: {{Good|×40%}}&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables [[need]]: [[Sleep]]&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&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;
== Pain ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&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;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with both the [[Delicate|Delicate]] and [[Tough]] traits. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&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;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&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;
== Reproduction ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&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;
== Beauty ==&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&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;
== Cosmetic ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&amp;lt;br&amp;gt;[[File:Speech_Male_R&amp;amp;D_v4_28.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&amp;lt;br&amp;gt;[[File:Roar_Voice_Call_B02.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&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;
=== Body type ===&lt;br /&gt;
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, [[File:Neanderthal.png|20px|link=Neanderthals]][[Neanderthals]] cannot be thin, because they have all three of the other genes.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&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;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;[[File:Hair_SnowWhite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;[[File:Hair_Grey.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;[[File:Hair_Blonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;[[File:Hair_SandyBlonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;[[File:Hair_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;[[File:Hair_ReddishBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;[[File:Hair_Brown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;[[File:Hair_DarkBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;[[File:Hair_DarkReddish.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;[[File:Hair_MidBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;[[File:Hair_DarkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;[[File:Hair_InkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;[[File:Hair_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;[[File:Hair_Teal.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;[[File:Hair_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;[[File:Hair_Pink.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;[[File:Hair_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;[[File:Hair_Red.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&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;
=== Melanin ===&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as an endogene unless they already have a skin-color endogene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;[[File:Skin_Melanin1.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;[[File:Skin_Melanin2.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;[[File:Skin_Melanin3.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;[[File:Skin_Melanin4.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;[[File:Skin_Melanin5.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;[[File:Skin_Melanin6.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;[[File:Skin_Melanin7.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;[[File:Skin_Melanin8.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;[[File:Skin_Melanin9.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&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;
=== Skin ===&lt;br /&gt;
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. [[File:Impid.png|20px|link=Impids]][[Impids]] have three), and one will be chosen.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&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;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.'' &lt;br /&gt;
----&lt;br /&gt;
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].&lt;br /&gt;
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description&lt;br /&gt;
* Removes [[mood]]: Darkness: {{--|5}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&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;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&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;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&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;
== Drugs ==&lt;br /&gt;
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0% &lt;br /&gt;
* Tolerance build-up for ''all'' drugs: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite overdose chance: ×0%{{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] is not prevented.&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Go-juice overdose chance: ×0%. {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
---- &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Wake-up overdose chance: ×0% {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&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;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&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;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&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;
== Notes ==&lt;br /&gt;
* Genes that are restricted for specific xeno humans will cause a bug if its present at humans not belonging to said xeno races. (i.e: unable to draft){{Check Tag|Clarify|I cannot understand what this is trying to say. I can't even say if its wrong/been fixed because I'm not sure what &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency endogene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}. &lt;br /&gt;
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.&lt;br /&gt;
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.&lt;br /&gt;
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|2}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tox_gas&amp;diff=136724</id>
		<title>Tox gas</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tox_gas&amp;diff=136724"/>
		<updated>2023-09-30T07:21:10Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Mechanics */  Removal of erronous information about Gas Masks reducing Sight, additionally a small change to improve clarity as to which effect has the greater impact on shooting accuracy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=1) Needs a general gas format standard that can also be used for blind smoke and tox gas - below is a rough suggestion but only a suggestion 2) [[Toxic Environment Resistance]] prevents toxic build up from this gas. Does it also affect the stat from exposure? 3) Toxic lung genes intereaction with this}}&lt;br /&gt;
&lt;br /&gt;
'''Tox gas''' is a [[gas]] created by several tox weapons or by burning or damaged [[toxic wastepack]]s. It causes irritation and [[toxic buildup]]. &lt;br /&gt;
&lt;br /&gt;
== Causes ==&lt;br /&gt;
Tox gas can be created in multiple ways. The most easy way is to use one of the tox weapons. &lt;br /&gt;
&lt;br /&gt;
* [[Toxbomb launcher]]&lt;br /&gt;
* [[Tox grenades]]&lt;br /&gt;
* [[Tox pack]]&lt;br /&gt;
* [[IED tox trap]]&lt;br /&gt;
* [[Tox shell]]&lt;br /&gt;
&lt;br /&gt;
Another way to create tox gas is by damaging [[toxic wastepack]]s, such as by burning them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;what causes it and how much e.g. does 1 toxic wastepack create as much as a stack of 5&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Tox gas burns the lungs and eyes and induce tox buildup if surrounded by it long enough.&lt;br /&gt;
&lt;br /&gt;
Tox gas exposure:&lt;br /&gt;
&lt;br /&gt;
* '''Tox gas (mild)'''&lt;br /&gt;
: (Density: 0% - 19%): &lt;br /&gt;
** {{++|10%}} [[Pain]] &lt;br /&gt;
** {{--|10%}} [[Sight]]&lt;br /&gt;
** {{--|15%}} [[Breathing]]&lt;br /&gt;
* '''Tox gas (moderate)'''&lt;br /&gt;
: (Density: 20% - 49%): &lt;br /&gt;
** {{++|15%}} [[Pain]] &lt;br /&gt;
** {{--|25%}} [[Sight]]&lt;br /&gt;
** {{--|30%}} [[Breathing]]&lt;br /&gt;
* '''Tox gas (severe)'''&lt;br /&gt;
: (Density: 50% - 100%): &lt;br /&gt;
** {{++|25%}} [[Pain]] &lt;br /&gt;
** {{--|40%}} [[Sight]]&lt;br /&gt;
** {{--|60%}} [[Breathing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An exploding [[IED tox trap]] in an open field fills a radius of 7 tiles with a severe dose of tox gas. The following table shows experimentally determined amounts of time for the density to fall below 50% at a given distance from the tox trap. General [[Gas|gas]] mechanics apply, meaning separate sources are additive as they &amp;quot;fill&amp;quot; the available volume to 100% and spread out to a larger distance. This makes it relatively easy/cheap to cover a wide area with enough gas to last throughout a raid at severe density.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ halftime by distance&lt;br /&gt;
|-&lt;br /&gt;
! distance [tiles] !! time [s]&lt;br /&gt;
|-&lt;br /&gt;
| 7|| 7&lt;br /&gt;
|-&lt;br /&gt;
| 6|| 17&lt;br /&gt;
|-&lt;br /&gt;
| 5|| 22&lt;br /&gt;
|-&lt;br /&gt;
| 4|| 30&lt;br /&gt;
|-&lt;br /&gt;
| 3|| 37&lt;br /&gt;
|-&lt;br /&gt;
| 2|| 43&lt;br /&gt;
|}&lt;br /&gt;
A severe dose of tox gas results in a ~40% reduction in [[Shooting Accuracy]], ~40% reduction in [[Melee Hit Chance]], and a ~25% reduction in [[Moving]]. Meaning an enemy raid subjected to a severe dose of tox gas will effectively only be half as dangerous to your colony (explosives nonwithstanding). This does not yet include the shortened combat capacity of pawns as they start any encounter with a ~20% reduced [[Consciousness]] and at medium [[Pain]].&lt;br /&gt;
&lt;br /&gt;
The following table shows the time to reach and the effects of toxic buildup under severe tox gas exposure, facilitated by detonating a tox trap (not keeping density at 100% throughout).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ toxic buildup effects under tox gas exposure&lt;br /&gt;
|-&lt;br /&gt;
! state!! time [s] !! Shooting Accuracy [%]&lt;br /&gt;
|-&lt;br /&gt;
| healthy || 0 || 60&lt;br /&gt;
|-&lt;br /&gt;
| tox gas (severe) + toxic buildup (initial)|| 3|| 34&lt;br /&gt;
|-&lt;br /&gt;
| tox gas (severe) + toxic buildup (minor)|| 10 || 32&lt;br /&gt;
|-&lt;br /&gt;
| tox gas (severe) + toxic buildup (moderate)|| 20 || 31&lt;br /&gt;
|-&lt;br /&gt;
| tox gas (severe) + toxic buildup (serious)|| 30 || 31&lt;br /&gt;
|-&lt;br /&gt;
| tox gas (severe) + toxic buildup (extreme)|| 37|| immobilized&lt;br /&gt;
|-&lt;br /&gt;
| tox gas (severe) + toxic buildup (extreme)|| 67|| immobilized&lt;br /&gt;
|}&lt;br /&gt;
As can be seen, the reduction in [[Shooting Accuracy]] due to [[toxic buildup]] alone is negligible, however the effects of Tox Gas are substantial. Under the test conditions (initial exposure to 100% and decreasing gas density over time), it took 37 seconds for a pawn to fall unconscious from extreme toxic buildup. Without additional source of gas, it can be assumed toxic buildup will not reach 100% under normal conditions. This is actually advantageous, as there is enough time to capture immobilzed pawns after the raid is over.&lt;br /&gt;
&lt;br /&gt;
At a density of 100% tox gas, toxic buildup takes about 45 seconds to reach 100%, resulting in death.&lt;br /&gt;
&lt;br /&gt;
The [[Genes#Tox immunity|Tox immunity]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]] genes render a pawn immune to tox gas. Wearing a [[gas mask]] will prevent the direct effects of tox gas but will reduce the toxic buildup effect substantially.&lt;br /&gt;
&lt;br /&gt;
Tox gas follows general gas mechanics. A high density of the gas can easily be reached in smaller spaces (for example a small valley).&lt;br /&gt;
&lt;br /&gt;
Note that a pawn with Breathing 60% or less will die instantly upon reaching severe tox gas buildup. This includes an otherwise healthy pawn who is missing a lung.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Effects and gas mechanics here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Unless you do not care about pollution, creating tox gas by shooting or burning it is not recommended as the [[toxic wastepack]]s will eventually detoriate. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Uses, risks, management, strategies, vent use? etc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - All gasses, including tox gas, can now travel through vents.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gas]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=136665</id>
		<title>Prisoner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=136665"/>
		<updated>2023-09-29T06:33:53Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Prison break */  Removing erronous section regarding mood as there's no evidence it impacts the frequency, and seems to be an artifact of an older version of the system.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:prisoner_preview.png|right]]|18px}}'''Prisoners''' are [[people]] who have been taken captive. This usually includes [[raiders]], but colonists can be imprisoned too.{{TOCright}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Prisoners are ordinary pawns under restraint. They have no [[Recreation]] needs, but all other needs and most [[mood]]lets apply to them. This includes a need for [[food]] and the chance for [[mental break]]s. They are confined to their cell, and will not do work. Prisoners retain their faction allegiance; imprisoned colonists who are released will immediately rejoin the colony, while other prisoners will try and leave the map.&lt;br /&gt;
&lt;br /&gt;
Prisoners cannot open doors if not undergoing a [[#Prison Break|prison break]]. While inside your colony, they will try to leave if there is an opening, such as a hole in the wall or a held open door, including if it is held open because of an item inside. A prisoner that can move will wear the most comfortable{{Check Tag|Verify/Detail}} clothing placed in their cell. They eat the food with the best mood buff that they can reach, ignoring food restrictions. Mobile prisoners can use a [[nutrient paste dispenser]] that faces into their prison. Otherwise, wardens will bring any food allowed by their [[Menus#Food restriction|food restrictions]]. A prisoner's medical settings, as well as defaults for all prisoners, can be adjusted in their Health tab. &lt;br /&gt;
&lt;br /&gt;
Colonists assigned to Warden can interact with a prisoner in multiple different ways, including delivering food and recruitment. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. See [[#Interaction]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Unwaveringly loyal ===&lt;br /&gt;
Unwaveringly loyal prisoners are unable to be recruited to your colony, and do not have resistance to lower. In addition, they are unable to be converted to a different [[ideoligion]].{{IdeologyIcon}} They are otherwise the same as regular prisoners, including the ability to become a [[slave]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Unwavering loyalty can be disabled in the [[storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
Prisoners can be loaded into a [[caravan]]. If they can walk, they can carry 35 kg worth of items, like your colonists. When inside a caravan, the prisoner will never try and escape unless its part of a [[mental break]].&lt;br /&gt;
&lt;br /&gt;
If the caravan enters a loaded map (such as an ambush), the prisoner will wander around idily, and may walk into the crossfire. Enemies will also target prisoners if their factions are enemies.&lt;br /&gt;
&lt;br /&gt;
== Capturing prisoners ==&lt;br /&gt;
In order to capture any prisoner, you need a valid prison, which is enclosed and has an open [[bed]] or [[sleeping spot]] (See [[#Prisons]] below).&lt;br /&gt;
&lt;br /&gt;
The gameplay steps required to capture a pawn depends on their state:&lt;br /&gt;
* [[Downed]] pawns can be captured with 100% success, without drafting a pawn. Select a colonist, and right click the future prisoner.&lt;br /&gt;
** [[Raider]]s, [[berserk]] pawns, and former prisoners in a  [[prison break]] are unable to be captured directly. They must first be [[downed]].&lt;br /&gt;
** NOTE: Raiders in particular have a [[AI Storytellers#Enemy death on downed|chance to die]] whenever they are downed from [[pain]] - such as from being injured. This does not apply if the pawn is downed from other causes; some ways to get around this include:&lt;br /&gt;
*** [[Psychic shock lance]], although there is a risk of burning the brain&lt;br /&gt;
*** [[Blood loss]]&lt;br /&gt;
*** [[Tox gas]]{{BiotechIcon}}, although not all xenotypes are affected, and [[Toxic buildup]] also has risks&lt;br /&gt;
* To ''arrest'' a colonist, guest, ally, or [[slave]]{{IdeologyIcon}}, you need to [[draft]] a colonist and select the target to capture. The colonist will then walk up to the target and attempt a capture. The chance of success depends on their [[Arrest Success Chance]], and will be displayed on the prompt. Arrest success chance largely depends on [[Social]] skill, but is negatively affected by [[Manipulation]] penalties. If the arrest fails, the target will go [[berserk]]. Pawns with the [[dead calm]] gene{{BiotechIcon}} always have a 100% success chance, regardless of arrester stats, and thus will never go berserk when arrested.&lt;br /&gt;
** Colonists can be captured even during a [[mental break]], except for [[berserk]]. This immediately ends most mental breaks, without catharsis. When released, colonists will get the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. This mood penalty will not occur if the colonist is instead re-recruited. Arrests will not end the [[Mental break#Run wild|run wild]] or [[mental break#Catatonic breakdown|catatonic breakdown]] mental breaks.&lt;br /&gt;
&lt;br /&gt;
If you attempt to capture a pawn from a neutral or allied [[faction]], the faction will immediately turn hostile. This includes [[transport pod]] crashes, if they happen to be part of an existing faction.&lt;br /&gt;
&lt;br /&gt;
If you need to capture a pawn, then [[sleeping spot]]s can be used to instantly create a prison and bed space anywhere indoors. You can also turn a colonist bedroom into a prison.&lt;br /&gt;
&lt;br /&gt;
=== Reasons to imprison ===&lt;br /&gt;
* To recruit raiders, guests, or transport pod crashes into a colony.&lt;br /&gt;
* To use raiders for their [[human resources]].&lt;br /&gt;
* To end most [[mental break]]s. Colonists can immediately be released afterwards.&lt;br /&gt;
* To keep a colonist restrained in order to overcome [[drug]] withdrawal.&lt;br /&gt;
* To convert a colonist or [[slave]] to a desired [[ideoligion]].{{IdeologyIcon}}&lt;br /&gt;
* To act as sources of [[Genes#Bloodfeeder|bloodfeeding]] or [[hemogen pack]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
== Prisons ==&lt;br /&gt;
[[File:Thank you Megasloth for letting my prisoners run.png|thumb|right|350px|Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.]]&lt;br /&gt;
Prisons are required to hold prisoners.&lt;br /&gt;
=== Creation ===&lt;br /&gt;
A prison must be designated in a fully enclosed [[room]], closed off with [[wall]]s and other impassable objects like [[door]]s, [[cooler]]s and [[nutrient paste dispenser]]s. Prisoners cannot be captured unless the prison is enclosed, and mobile prisoners will walk out of the map if an opening exists.&lt;br /&gt;
&lt;br /&gt;
In order to actually form a prison, at least 1 [[bed]] or [[sleeping spot]] must be placed. Selecting the bed allows you to set &amp;quot;For Prisoners&amp;quot;. Colonists and [[slaves]]{{IdeologyIcon}} may not share the same room as a prisoner; when 1 bed is set to prisoners, all beds will be converted to prison beds. The beds will turn orange to signify this, and the whole room gains an orange outline when selected. In order to actually capture a prisoner, there must be an open sleeping area for them to stay.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
A prison is called a ''prison cell'' if there is 1 bed available, or a ''prison barracks'' if there are multiple beds. A prison is otherwise treated as a bed room or barracks, including [[mood]] impacts for its Impressiveness.&lt;br /&gt;
&lt;br /&gt;
Prisoners can only use items that are in their cell. Food, beds, and [[nutrient paste dispenser]]s placed inside a prison are reserved for prisoner use. While a colonist can be ordered to eat food placed in a prison cell, they will not automatically do so. Colonists on the food binge [[mental break]], as well as [[animal]]s, will ignore a prison for this purpose.&lt;br /&gt;
&lt;br /&gt;
Unless you want your prisoners to die, make sure that it is hospitable. Regulate the [[temperature]], or give prisoners sufficiently insulating [[clothing]], such as [[tribalwear]]. Make sure that food gets to a prisoner (either via a storage zone, warden delivery, or [[nutrient paste dispenser]]). Otherwise, see [[#Mood regulation]] for how to make your prison better for the inmates... or worse.&lt;br /&gt;
&lt;br /&gt;
== Interaction ==&lt;br /&gt;
Players can assign wardens to do the following tasks:&lt;br /&gt;
* '''[[#Resistance|Recruit]]''' - Reduces the prisoner's [[#Resistance|resistance]], then attempts to recruit.&lt;br /&gt;
* '''[[#Resistance|Reduce resistance]]''' - Reduces the prisoner's [[#Resistance|resistance]], does not recruit.&lt;br /&gt;
* '''[[#Release|Release]]''' - Releases the prisoner. Imprisoned colonists will rejoin the colony, while other factions will attempt to leave the map.&lt;br /&gt;
* '''[[#Execute|Execute]]''' - Order wardens to kill the prisoner.&lt;br /&gt;
&lt;br /&gt;
The following options are added by [[DLC]]:&lt;br /&gt;
* '''[[#Will|Enslave]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], then forces them into [[slave]]ry.&lt;br /&gt;
* '''[[#Will|Reduce will]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], does not enslave them.&lt;br /&gt;
* '''[[#Convert|Convert]]'''{{IdeologyIcon}} - Attempts to convert the prisoner into a warden's [[ideoligion]].&lt;br /&gt;
* '''[[#Bloodfeed|Bloodfeed]]'''{{BiotechIcon}} - [[Sanguophage]]s and other pawns with the [[Genes#Bloodfeeder|Bloodfeeder]] [[gene]] will drink the prisoner's blood.&lt;br /&gt;
* '''[[#Hemogen farm|Hemogen Farm]]'''{{BiotechIcon}} - Pawns assigned to the [[Work#Doctor|Doctor]] worktype will automatically extract [[hemogen pack]]s from the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
{{see also|#Recruitment{{!}}Recruitment}}&lt;br /&gt;
Prisoners start with '''resistance''', or unwillingness to join the colony. This must be lowered to 0 for recruitment attempts to begin. Unwaveringly loyal prisoners do not have a resistance stat, and can't be recruited.&lt;br /&gt;
&lt;br /&gt;
Under the ''Recruit'' or ''Reduce Resistance'' orders, wardens will attempt to lower the resistance. How much is reduced depends on a prisoner's [[mood]], the warden's [[Negotiation Ability]], and the prisoner's [[opinion]] of the warden. Wardens with more [[Social]] skill have a greater Negotiation Ability. There is a delay between each conversation.&lt;br /&gt;
&lt;br /&gt;
Once resistance hits 0, wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your [[storyteller]]. If the prisoner is assigned to ''Reduce Resistance'', then wardens will continue to converse without actually recruiting.&lt;br /&gt;
&lt;br /&gt;
For exact mechanics and chances of recruitment, see [[#Recruitment]].&lt;br /&gt;
&lt;br /&gt;
==== Will ====&lt;br /&gt;
Enslave{{IdeologyIcon}} and Reduce Will{{IdeologyIcon}} work analogously to Recruit and Reduce Resistance, except that the end result is that the prisoner becomes a [[slave]]{{IdeologyIcon}}. A prisoner starts with much less will than they do resistance.&lt;br /&gt;
&lt;br /&gt;
==== Tame ====&lt;br /&gt;
A [[wild man]] can be captured. They must be [[tame]]d, under the usual [[animal]] mechanics, rather than being recruited as a prisoner. Once tamed, they will join the colony as a colonist.&lt;br /&gt;
&lt;br /&gt;
=== Release ===&lt;br /&gt;
Wardens will take the prisoner outside your colony, and free the prisoner. &amp;quot;Outside the colony&amp;quot; means beyond your outermost line of connected walls, so it could be just out the door, or across most of the map if your defenses stretch that far. &lt;br /&gt;
&lt;br /&gt;
Releasing a prisoner of another faction will give a [[goodwill]] boost of +12. In order to count towards goodwill, the prisoner must successfully leave the map healthy, with any wounds tended to. Prisoners that can't walk can't be released. Pirates and savage tribes do not interact with goodwill, so releasing them has no effect.&lt;br /&gt;
&lt;br /&gt;
Releasing a colonist will have them rejoin your colony. [[Slave]]s retain their home faction.&lt;br /&gt;
&lt;br /&gt;
=== Execute ===&lt;br /&gt;
Wardens will cut a prisoner's neck immediately, killing them without fail. This is a different action from the ''Prisoner execution'' [[ritual]].&lt;br /&gt;
&lt;br /&gt;
Executing guilty prisoners - those who have harmed the colony in 24 hours - give a {{--|2}} [[mood]]let to non-[[Psychopath]] colonists. Executing a non-guilty prisoner increases the penalty to {{--|5}}.&lt;br /&gt;
&lt;br /&gt;
Colonists following an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Execution|Execution: Respected if Guilty]] precept instead gain a {{+|3}} [[mood]]let for executing a guilty prisoner, with the executioner gaining {{+|10}} mood instead. The [[Ideoligion#Execution|Execution: Required]] precept gains the same moodlets (but shorter) for executing anyone. If the execution was desired by precept, then fluid ideoligions gain a development point.&lt;br /&gt;
&lt;br /&gt;
=== Convert ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Attemps to [[Ideoligion#Conversion|convert]] the prisoner to the warden's own [[ideoligion]]. The target ideoligion can be selected, which will only allow wardens of that ideoligion to convert.&lt;br /&gt;
&lt;br /&gt;
This is functionally the same as [[Ideoligion#Conversion|regular conversion]] that can occur randomly between colonists, except that it is done on a regular basis.&lt;br /&gt;
&lt;br /&gt;
=== Hemogen ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
==== Bloodfeed ====&lt;br /&gt;
Pawns with the ''Bloodfeeder'' [[gene]] will automatically drink the blood from a prisoner, directly. This happens when a bloodfeeder is below their desired Hemogen and if the bloodfeeding would not kill the prisoner.&lt;br /&gt;
&lt;br /&gt;
==== Hemogen farm ====&lt;br /&gt;
Automatically orders the operation extract [[hemogen pack]] when a prisoner's [[blood loss]] level reaches 0. In addition to creating drinkable hemogen, it also trains the surgeon's Medical skill.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* Prisoners can be escorted by a warden to a prisoner bed. Prisoners can be escorted to a prisoner medical bed, if needed, without a risk of escape.&lt;br /&gt;
* Prisoners can initiate social fights, both with colonists and other prisoners. Social fights with wardens are unlikely, as recruitment conversations quicky increase [[opinion]].&lt;br /&gt;
* Prisoners can be given any number of medical [[operation]]s. This includes injecting [[drug]]s, installing [[artificial body parts]], [[organ harvesting]], and more.&lt;br /&gt;
* Prisoners are valid targets for a [[gene extractor]]{{BiotechIcon}}, [[subcore softscanner]]{{BiotechIcon}}, or [[subcore ripscanner]]{{BiotechIcon}}.&lt;br /&gt;
* Prisoners can be sold to a [[faction base]] or slaver for [[silver]], or a royal tribute collector{{RoyaltyIcon}} for [[honor]]. Colonists who do not like slavery will get a -3 moodlet, modified by [[ideoligion]]{{IdeologyIcon}}.&lt;br /&gt;
* If a prisoner dies, the mood penalty depends on their cause of death. &amp;quot;Intentional&amp;quot; means, like violent combat, count as an execution.&lt;br /&gt;
&lt;br /&gt;
== Prison break ==&lt;br /&gt;
{{stub|section=1|reason=Break mtb math - see PrisonBreakUtility}}&lt;br /&gt;
In addition to prisoners being able to leave if there's an opening, prisoners have a small chance to actively break out and escape. This is affected by the following factors:&lt;br /&gt;
* Number of [[door]]s in their cell.&lt;br /&gt;
* Prisoner [[Moving]] capacity.&lt;br /&gt;
* [[Gene]]s relating to aggression.{{BiotechIcon}}&lt;br /&gt;
* Number of prisoners. Events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening.&lt;br /&gt;
* Despite the current state of the tooltip indicating otherwise, Mood does not affect prison break frequency. &lt;br /&gt;
&lt;br /&gt;
During a prison break, prisoners are able to open all doors. They will attempt to equip and use [[weapons]] and weapon-like [[utility]] items such as [[orbital bombardment targeter]]. All prisoners in that cell or barracks are affected. Prisoners from different cells may also join in, or choose not to do so.{{Check Tag|Detail|Based on what factors? Proximity anecdotally seems to be a factor}}&lt;br /&gt;
&lt;br /&gt;
To fight escaping prisoners with less risk of killing them, use low damage weapons, unarmed combat, or melee with ranged weapons. Place your exits away from the map edge and keep as few doors as you need. Store weapons away from your prisoners, and watch out for downed fighters dropping their own weapons. Alternatively, brain implants that cause [[brain shock]] {{RoyaltyIcon}} can be implanted in long term or particularly unruly prisoners, and [[EMP]] weapons used to down them instantly and safely.&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
In order to start recruitment, a target pawn must first be captured, and become a prisoner.  Prisoners then must be set to &amp;quot;Recruit&amp;quot; (or &amp;quot;Reduce Resistance&amp;quot; and then &amp;quot;Recruit&amp;quot;) in the &amp;quot;Prisoner&amp;quot; tab of their personal info box (bottom left of screen when pawn is selected).&lt;br /&gt;
&lt;br /&gt;
Then colonists assigned to wardening will &amp;quot;chat&amp;quot; with the target prisoner. This can be repeated every several hours, each one reducing [[#Resistance|Resistance]] by a predictable amount (based on the Social pawn's Social skill and the target's Mood). &lt;br /&gt;
&lt;br /&gt;
=== Starting resistance ===&lt;br /&gt;
Each prisoner has their own recruitment difficulty:&lt;br /&gt;
* The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.&lt;br /&gt;
* For each level of technology between your faction and the enemy's, the difficulty is increased by 16%. [[New Tribe]]s have a harder time recruiting outlanders, for instance.&lt;br /&gt;
* The [[storyteller]] will change the recruitment difficulty of prisoners depending on your existing population.&lt;br /&gt;
&lt;br /&gt;
A prisoner's base resistance depends on their difficulty. At 10% difficulty, prisoners have no starting resistance. At 50%, they have 15. At 90%, they have 25. At 100%, they have 50.&lt;br /&gt;
&lt;br /&gt;
This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance. At -1 intent, the resistance is multiplied by 2. At 0, the resistance is multiplied by 1.5. At 1, the resistance is multiplied by 1. At 2, the resistance is multiplied by 0.8.&lt;br /&gt;
&lt;br /&gt;
Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.&lt;br /&gt;
&lt;br /&gt;
=== Resistance reduction ===&lt;br /&gt;
A warden will reduce a base of 1.0 resistance per conversation. This is multiplied by:&lt;br /&gt;
&lt;br /&gt;
'''Prisoner's [[opinion]] of the warden:'''&lt;br /&gt;
* At -100 opinion, the resistance reduction factor is 50%.&lt;br /&gt;
* At 0 opinion, the resistance reduction factor is 100%.&lt;br /&gt;
* At 100 opinion, the resistance reduction factor is 150%.&lt;br /&gt;
&lt;br /&gt;
'''Prisoner [[mood]]:'''&lt;br /&gt;
* At 0% current mood, the resistance reduction factor is 20%.&lt;br /&gt;
* At 50% mood, the resistance reduction factor is 100%.&lt;br /&gt;
* At 100% mood, the resistance reduction factor is 150%.&lt;br /&gt;
&lt;br /&gt;
'''Negotiation Ability:'''&lt;br /&gt;
* See [[Negotiation Ability]].&lt;br /&gt;
&lt;br /&gt;
==== Word of Trust ====&lt;br /&gt;
The [[Psycasts#Word of trust|Word of Trust psycast]] {{RoyaltyIcon}} will reduce resistance by 20, multiplied directly by the prisoner's [[Psychic Sensitivity]] and no other factors.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
=== Mood regulation ===&lt;br /&gt;
{{Stub|section=1|reason=Only some mental breaks are available to prisoners. Which? Expand on how that affects strategy and options}}&lt;br /&gt;
Increasing [[mood]] makes prisoners easier to recruit, and less likely to go [[berserk]]. If you want to increase prisoner mood, you can do the following:&lt;br /&gt;
* Give prisoners separate rooms, preferably one that isn't cramped.&lt;br /&gt;
* Give a prisoners a source of [[light]], a [[table]] and [[chair]], and a decent [[bed]].&lt;br /&gt;
* Increase the impressiveness of a room with [[sculpture]]s, [[stone tile]]s, etc.&lt;br /&gt;
* Give the prisoner [[fine meal]]s, [[lavish meal]]s, or even [[drug]]s.&lt;br /&gt;
&lt;br /&gt;
If you want to change the target's [[ideoligion]]{{IdeologyIcon}}, then instead try and make the prisoner upset. Lower mood reduces [[certainty]] gain, and may cause a [[Mental break#Crisis of belief|Crisis of Belief]] extreme mental break, which reduces certainty by 50%. The following can help with decreasing mood:&lt;br /&gt;
* Keep prisoners in a confined, dark space, without a bed or furniture. Even if there's only 1 prisoner, placing 2 [[sleeping spot]]s will create a prison barracks.&lt;br /&gt;
* Feed the pawn [[human meat]], [[insect meat]], [[raw food]], or [[kibble]]. Certain ideoligions can make some of these foods more desirable, but kibble is never desirable to eat.&lt;br /&gt;
* Keep them in [[pain]]. Inflicting [[injury]] comes at the risk of scarring or permanent damage, however, and a [[mindscrew]] {{RoyaltyIcon}} cannot be removed by traditional methods once the pawn is converted. A [[torture crown]]{{IdeologyIcon}} is a risk free way of inflicting pain, but dressing prisoners has its own difficulties. &lt;br /&gt;
Keep in mind that crises of belief that would drop a pawn's certainty to or below 0%, will instead convert the pawn to a weighted randomly selected ideoligion with a new certainty. While this process might select the intended ideoligion, it may not while also requiring their certainty be reduced again. If a pawn's certainty is below 50%, consider improving their mood above their extreme [[mental break threshold]] to prevent this.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner suppression ===&lt;br /&gt;
Whenever they are [[berserk]], under a [[#Prison break|prison break]], or just escaping, sometimes you will need to subdue a prisoner. When berserk, prisoners will fight other prisoners, then will punch the weakest area (usually a [[door]]) to escape. When under a prisoner break, they can just open the door.&lt;br /&gt;
&lt;br /&gt;
If you need to keep the prisoner alive, it is best to use low damage weapons and attacks - even just melee attacks with a gun or bare fists. Several unskilled pawns work better than 1 skilled one. For berserkers, you can have a skilled [[Construction]] pawn constantly repair the door. This trains Construction but is labor intensive.&lt;br /&gt;
&lt;br /&gt;
If free roaming [[animal]]s are within the prison, then [[berserk]]ing prisoners will prioritize them over breaking out. You can place [[animal sleeping spot]]s inside the prison for an automatic form of prisoner suppression. Note that animals are slightly more dangerous than humans. In addition, most animals will create a large amount of [[filth]], quickly lowering the room's quality. You may want to use [[straw matting]].&lt;br /&gt;
&lt;br /&gt;
=== Unwanted prisoners ===&lt;br /&gt;
Enemies who have fallen in battle may not always be worth capturing in the first place. For example, a hostile with a shattered spine will require a [[bionic spine]] to replace, which may not be worth it. Unwavering prisoners can't be recruited normally, so fall under the same boat.&lt;br /&gt;
&lt;br /&gt;
There are several ways to dispose of these prisoners:&lt;br /&gt;
* '''Release:''' The least upsetting way to remove a prisoner. Colonists will not become upset if an enemy prisoner is released, and it may increase [[goodwill]] by a small amount.&lt;br /&gt;
* '''Expendables:''' This is not exactly &amp;quot;getting rid of them&amp;quot;, as much as making best (and ultimately temporary) use of them. Recruit them, and send them out for a long [[caravan]] that you wouldn't expend another colonist for. You can set them on a trading expedition, or scout a base/map. Or, you can use them as a meatshield. A &amp;quot;colonist&amp;quot; dying still gives a negative moodlet (-3, same as incidental death or non-guilty euthanasia), which is affected by [[opinion]]. Cut off their tongue to prevent social interaction from happening. Of course, unwavering prisoners can't be recruited.&lt;br /&gt;
* '''Euthanasia:''' Execute in a more humane fashion by neck cut. This costs 1x [[herbal medicine]] (or better) and trains Medical experience. An 'innocent' prisoner going through euthanasia is less upsetting than an innocent execution.&lt;br /&gt;
* '''Execution:''' Execute a prisoner in a raw manner. Those with an [[ideoligion]] favoring execution will enjoy it. With a fluid ideoligion, execution is a very easy way to gain development points (so long as it is Respected if Guilty). &lt;br /&gt;
* '''[[Human resources]]:''' Use prisoners for their parts. Artificial limbs can be removed without penalty. &lt;br /&gt;
** [[Organ harvesting]]: A [[kidney]] and [[lung]] can be harvested without death, and a [[heart]], [[liver]], or second kidney/lung can be taken to kill. Unless Organ Use is acceptable by [[ideoligion]], this comes with a -6 [[mood]] penalty (stacks, but diminishing) for the colony, and even more if the prisoner was killed.&lt;br /&gt;
** Used for a [[gene extractor]]{{BiotechIcon}} or [[subcore ripscanner]]{{BiotechIcon}}, the latter of which is fatal.&lt;br /&gt;
* '''Selling:''' Prisoners can be sold for money at a [[faction base]] or slaver, or exchanged for [[honor]]{{RoyaltyIcon}} from a royal tribute collector. Each sold prisoner gives -3 [[mood]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - You can now release prisoners. This gains you goodwill from their faction.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Prison breaks added.&lt;br /&gt;
* 1.1 - Interface now reports the chance of a successful arrest before you try to make it.&lt;br /&gt;
* [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] or [[biocoded]] weapons.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including [[orbital bombardment targeter]]s, [[orbital power beam targeter]]s, and [[tornado generator]]s.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Unwavering prisoners added.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: [[Dead calm]] pawns go berserk when arresting fails.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drugs&amp;diff=136180</id>
		<title>Drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drugs&amp;diff=136180"/>
		<updated>2023-08-23T14:30:23Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Interaction with DLC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For|the medical items|Medicine (disambiguation)}}&lt;br /&gt;
{{imagemargin|[[File:drugs_preview.png|right]]|30px}}'''Drugs''' are substances that alter the body and mind. While they can give [[mood]]- and [[stat]]- related boosts, most drugs come with a risk to addiction, overdose, or both.&lt;br /&gt;
==Summary==&lt;br /&gt;
When taken, a drug will have 2 major types of effects:&lt;br /&gt;
*Effects that happen once, on taking the drug - such as [[wake-up]] immediately fulfilling [[Rest]]. Most drugs increase [[Recreation]].&lt;br /&gt;
*Effects that happen as long as the &amp;quot;high&amp;quot; is active - such as [[go-juice]]'s increase to [[Moving]]. Most drugs increase [[mood]] directly. The effect is sustained so long as the &amp;quot;severity&amp;quot; is greater than 0.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
However, drugs come with multiple downsides. A majority of drugs can cause [[addiction]], creating a demand for a drug. An addict without the drug will undergo a harmful [[withdrawal]]. Stronger drugs have stronger withdrawals, and always have a risk of [[overdose]], which can rarely lead to [[death]]. And, there can be [[health|health issues]] that arise, either from being overly tolerant to the drug (from taking it too much), or from being high at all.&lt;br /&gt;
&lt;br /&gt;
===Impulsive drug use===&lt;br /&gt;
Even if you never order colonists to take a drug, having them in your colony allows access to the drug binge [[mental break]]. [[Social drug binge]]s happen as a major break, and [[hard drug binge]]s are an extreme break. Colonists in a mental break will ignore [[allowed area]]s and forbidden items. &lt;br /&gt;
&lt;br /&gt;
Drugs are desired for pawns with [[chemical interest]] and [[chemical fascination]], who will be upset ({{--|6}} and {{--|12}} [[mood]], respectively) if their [[Chemical (Need)|Chemical need]] is unmet. They will take drugs for recreation and for [[#addiction|addiction]], regardless of drug [[assign]]ment. However, they will never go on random drug binges and will respect both allowed areas and item forbidding.&lt;br /&gt;
&lt;br /&gt;
Medical drugs ([[penoxycyline]] and [[luciferium]]) will never be taken as part of drug binges or the chemical need traits.&lt;br /&gt;
&lt;br /&gt;
==List of drugs==&lt;br /&gt;
Drugs can be grouped into 3 major categories:&lt;br /&gt;
&lt;br /&gt;
'''[[Social drugs]]:'''&amp;lt;br&amp;gt;Drugs that have a ''safe dose interval''. They never cause overdoses, and won't cause addiction or permanent health problems unless taken too often.&lt;br /&gt;
&lt;br /&gt;
'''[[Hard drugs]]:'''&amp;lt;br&amp;gt;Drugs that always have a chance for addiction and major overdose when a regular human takes the drug. These drugs also increase overdose severity; taking multiple gives a chance of starting a minor overdose.&lt;br /&gt;
&lt;br /&gt;
'''[[Medical drugs]]:'''&amp;lt;br&amp;gt;Special purpose. They don't increase mood, don't follow the trends of other drugs, and treat some form of ailment. Penoxycyline contributes to overdoses, while luciferium doesn't. These drugs will never be taken for recreation and will never be taken as a drug binge.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center width:75%}}&lt;br /&gt;
! Drug !! Type !!| Mood !! Rec.{{ref label|Rec|1}} !! Rest{{ref label|Rest|2}} !! Severity{{ref label|Duration|3}} !!  Duration{{ref label|Duration|4}}  !! Stat effects&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Ambrosia|20}} [[Ambrosia]] || Soc. &lt;br /&gt;
| {{+|5}} || {{+|50%}} || - || 50% || 16h || Acts as [[food]]. (+0.20 [[nutrition]])&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Beer|20}} [[Beer]] || Soc. &lt;br /&gt;
| {{+|10}} (Tipsy)&amp;lt;br&amp;gt;{{+|24}}&amp;lt;br&amp;gt;(Hammered) || {{+|17%}} || - || 15% || 5h || Dependent on how drunk (how many beers taken).&amp;lt;br&amp;gt;More beer: {{Good|+}} Mood, {{Bad|-}} Consciousness, {{Bad|-}} Moving, {{Bad|+}} Social fights&amp;lt;br&amp;gt;Acts as [[food]] (+0.08 [[nutrition]]).&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Psychite tea|20}} [[Psychite tea]] || Soc. &lt;br /&gt;
| {{+|12}} || {{+|40%}} || {{+|10%}} || 75% || 6h || {{Good|x80%}} [[Rest Fall Rate]], '''x90%''' [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Smokeleaf joint|20}} [[Smokeleaf]] || Soc. &lt;br /&gt;
| {{+|13}} || {{+|80%}} || {{--|10%}} || 50% || 12h || {{--|30%}} [[Consciousness]], {{--|10%}} [[Moving]], {{++|30%}} Hunger, '''-20%''' [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Flake|20}} [[Flake]] || Hard&lt;br /&gt;
| {{+|35}} || {{+|70%}} || {{+|20%}} || 75% || 6h || {{Good|x33%}} [[Rest Fall Rate]], '''x50%''' [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Yayo|20}} [[Yayo]] || Hard &lt;br /&gt;
| {{+|35}} || {{+|80%}} || {{+|40%}} || 75% || 12h || {{Good|x33%}} [[Rest Fall Rate]], {{+|15%}} [[Moving]], '''x50%''' [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Go-juice|20}} [[Go-juice]] || Hard &lt;br /&gt;
| {{+|5}} || {{+|40%}} || {{+|40%}} || 50% || 16h || {{+|20%}} [[Consciousness]], {{+|50%}} [[Moving]], {{+|35%}} [[Sight]], '''x10%''' [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Wake-up|20}} [[Wake-up]] || Hard &lt;br /&gt;
| {{+|5}} || {{+|40%}} || {{+|100%}} || 75% || 12h || {{Good|x80%}} [[Rest Fall Rate]], {{+|10%}} [[Consciousness]], {{+|10%}} [[Moving]],&amp;lt;br&amp;gt;{{+|50%}} [[Global Work Speed]] {{MTB}} 120 days high for [[heart attack]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Penoxycyline|20}} [[Penoxycyline]] || Med.&lt;br /&gt;
| - || - || - || 100% || 5.5d || Prevents [[Malaria]], [[Plague]], [[Sleeping sickness]].&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Luciferium|20}} [[Luciferium]] || Med.&lt;br /&gt;
| - || - || - || 90% || 6.66d || {{+|10%}} [[Consciousness]], {{+|5%}} [[Moving]], {{+|15%}} [[Sight]], '''x80%''' [[Pain]]&amp;lt;br&amp;gt;{{+|70%}} [[Blood Filtration]], {{+|20%}} [[Metabolism]], {{+|15%}} [[Blood Pumping]]&amp;lt;br&amp;gt;Cures 1 scar or chronic illness every 15 - 30 days&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
:{{note label|Rec|1}} Immediate [[Recreation]] gain from a single dose of the drug. Counts as chemical recreation; reduced by recreation tolerance.&lt;br /&gt;
:{{note label|Rest|2}} Immediate [[Rest]] need gain from a single dose of the drug. Does not account for [[Rest Fall Rate]] while high on drug. &lt;br /&gt;
:{{note label|Severity|3}} Severity gain per dose is divided by Body Size (but not health scale). Severity drain rate is the same for any creature. Effectively: drugs last for less time on larger creatures. &lt;br /&gt;
:{{note label|Duration|4}} Assuming one dose and no tolerance&lt;br /&gt;
&lt;br /&gt;
==Tolerance==&lt;br /&gt;
Many drugs have some form of '''tolerance''', which increases as you take more of the drug. Tolerance decreases the duration of a drug high, as well as addiction need gain. Tolerance does ''not'' decrease the effects of the high while it lasts. The multiplier on high duration is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Duration Tolerance Multiplier''' =  100 - (Tolerance (%) * 0.75 round 0)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=400|height=100|type=line|yAxisMin = 0 |xGrid =| yGrid=| xAxisTitle = Tolerance (%)|yAxisTitle = Duration (%) |x=0,100|y=100,25}}&lt;br /&gt;
|}&lt;br /&gt;
In game, tolerance is displayed using the duration multiplier. &lt;br /&gt;
&lt;br /&gt;
Higher tolerance also increases chance for addiction: [[Social drugs]] requires a minimum % tolerance before addiction can happen and tolerance itself makes addiction more likely:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tolerance !! Multiplier !! Graph&lt;br /&gt;
|-&lt;br /&gt;
|   0% || ×100% || rowspan =3; | {{GraphChart|width=400|height=100|type=line|xAxisTitle = Tolerance (%)|yAxisTitle = Addiction Chance Multiplier|x=0,50,80,100|y=1,5,15, 15}}&lt;br /&gt;
|-&lt;br /&gt;
|  50% || ×500%&lt;br /&gt;
|-&lt;br /&gt;
|  80% || ×1500%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Certain tolerances can directly cause chronic health problems. [[Smokeleaf]] tolerance (&amp;gt;36%) causes [[asthma]] and lung [[carcinoma]], [[beer]]  (&amp;gt;?%) can cause liver [[cirrhosis]], and psychite (&amp;gt;45%) causes [[chemical damage]] to the [[kidney]]. Tolerance to [[ambrosia]] has no special ill effect, while the other drugs have no tolerances.&lt;br /&gt;
&lt;br /&gt;
Tolerance gain per dose scales inversely with [[body size]]. [[Children]] {{BiotechIcon}} and small [[animal]]s can get addicted much easier than an adult would.&lt;br /&gt;
&lt;br /&gt;
==Addiction==&lt;br /&gt;
'''Addiction''' is a reality when using extreme drugs. When taking hard drugs, there is always a chance to cause addiction, and taking enough of any non-[[Penoxycyline]] drug can eventually get a pawn addicted. As they take the drug, a pawn's ''tolerance'' increases, which decreases a drug's effect while increasing the chance of addiction. Some drugs require a minimum tolerance (i.e. minimum drugs taken/time) before addiction is possible at all. Uniquely, getting an addiction to [[psychite]] has an immediate 15% chance of causing [[chemical damage]] to the kidneys.&lt;br /&gt;
&lt;br /&gt;
The following table is a summary of each drug's addiction potential:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}} style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
!Drug	   !!High duration &amp;lt;br&amp;gt;(0% tol.)     !!Safe dose interval&amp;lt;br&amp;gt;(adult)     !!Tolerance gain/dose     !!Tolerance fall rate     !!New addiction min tolerance     !!New addiction chance     !!Safe doses at 0 tolerance&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! [[Ambrosia]]     &lt;br /&gt;
| 16.7 h ||1.6 Days ||3.2% ||2% / Day  ||15% ||1% ||4&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychite tea]] &lt;br /&gt;
| 7.2 h  ||2 Days ||3% ||1.5% / Day  ||10% ||2% ||3&lt;br /&gt;
|-&lt;br /&gt;
! [[Beer]]	      &lt;br /&gt;
| 4.8 h	||1 Day ||1.6% ||1.6% / Day  ||25% ||1% ||15&lt;br /&gt;
|-&lt;br /&gt;
! [[Smokeleaf]]    &lt;br /&gt;
| 12 h ||2 Days ||3% ||1.5% /Day  ||15% ||2% ||5&lt;br /&gt;
|-&lt;br /&gt;
! [[Flake]]	      &lt;br /&gt;
| 7.2 h ||Never ||4% ||1.5% / Day  ||0% ||5% ||0&lt;br /&gt;
|-&lt;br /&gt;
! [[Yayo]]	      &lt;br /&gt;
| 12 h	||Never ||4% ||1.5% / Day  ||0% ||1% ||0&lt;br /&gt;
|-&lt;br /&gt;
! [[Wake-up]]      &lt;br /&gt;
| 12 h	||Never ||N/A ||N/A  ||0% ||2% ||0&lt;br /&gt;
|-&lt;br /&gt;
! [[Go-juice]]     &lt;br /&gt;
| 16.7 h  ||Never ||N/A ||N/A  ||0% ||2.6% ||0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* These safe dose intervals '''do not apply''' to humans under 18 including, but not limited to, [[babies]]{{BiotechIcon}} and [[children]].{{BiotechIcon}} These pawns gain more tolerance per dose due to their smaller [[body size]].&lt;br /&gt;
* [[Luciferium]] always causes an addiction when taken. [[Penoxycyline]] never does. &lt;br /&gt;
* [[Psychite tea]], [[flake]], and [[yayo]] all contribute toward ''psychite'' addiction and tolerance.&lt;br /&gt;
** [[Go-juice]] doesn't, despite costing yayo to create.&lt;br /&gt;
&lt;br /&gt;
===Addiction need===&lt;br /&gt;
When addicted, pawns gain a [[need]] for that specific drug. This is displayed in the Needs window of a pawn. When it hits 0, they receive the effects of [[withdrawal]]. Each drug type has their own separate need. By default, pawns will automatically take drugs to satisfy this need, even if the default &amp;quot;No Drugs&amp;quot; drug policy is selected. You can disable this in the drug policy menu (under the Assign tab).&lt;br /&gt;
&lt;br /&gt;
Taking a non-Luciferium drug increases the addict's drug need by a base of {{+|90%}}, but this is reduced by a pawn's [[tolerance]] to that drug. Need fall rate depends on the drug itself:&lt;br /&gt;
* Beer, smokeleaf, ambrosia, and psychite needs fall by 50% per day.&lt;br /&gt;
* Wake-up and go-juice needs fall by 33.3% per day.&lt;br /&gt;
* Luciferium need falls by 15% per day, so that it must be taken every 6.667 days.&lt;br /&gt;
&lt;br /&gt;
This is separate from the addiction (%) in the ''Health'' tab, which is the progress towards overcoming an addiction. See [[#Addiction progress|Addiction progress]] for that.&lt;br /&gt;
&lt;br /&gt;
===Addiction progress===&lt;br /&gt;
In an addict's Health tab, there will be either Addiction (%) or Withdrawal (%), depending on if the drug need is fulfilled. The percentage is the progress towards overcoming an addiction. Each drug has different stats on addiction gain. In general, progress increases as time passes and decreases as drugs are taken. Progress does not immediately restart after taking a new drug. New addicts will always start at 50%, so immediate action is best if you want to fix an addiction.&lt;br /&gt;
&lt;br /&gt;
[[Luciferium]] is special. The need for luciferium can never be cured, and trying to withdraw can and will eventually result in [[death]].&lt;br /&gt;
&lt;br /&gt;
===Withdrawal===&lt;br /&gt;
When trying to overcome an addiction, '''withdrawal''' is inevitable. [[Ambrosia]] has the lightest withdrawal, consisting only of a {{--|10}} [[mood]]let. Every other (non-luciferium) drug withdrawal follows these trends:&lt;br /&gt;
* ''At least'' a {{--|20}} [[mood]]let.&lt;br /&gt;
*Large reduction to [[Consciousness]] and other [[stat]]s.&lt;br /&gt;
*Chance of forced [[mental break]]s, such as [[psychotic wandering]], even if mood is high.&lt;br /&gt;
*Chance of forced [[hard drug binge]]s, even for social drugs.&lt;br /&gt;
As with addiction, each drug has a different form of withdrawal - see their page for details.&lt;br /&gt;
&lt;br /&gt;
==Overdose==&lt;br /&gt;
{{See also|Overdose}}&lt;br /&gt;
'''Overdose''' is an [[ailment]] that can occur when taking [[hard drugs]] ([[flake]], [[yayo]], [[go-juice]], [[wake-up]]), though [[penoxycyline]] can also add to an overdose.&lt;br /&gt;
*There is a 0.5% to 1.5% chance to immediately gain a Major-level overdose upon taking a hard drug (dependent on the drug).&lt;br /&gt;
*Taking any hard drug always increases ''severity'' from 0.18 to 0.35 per dose.&lt;br /&gt;
*Taking penoxycyline always increases ''severity'' from 0.08 to 0.14 per dose.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
Severity is translated to overdose effects, as follows:&lt;br /&gt;
&lt;br /&gt;
'''Hidden:''' Severity &amp;lt; 0.50&lt;br /&gt;
* No effect, within tolerable levels of hard drug consumption&lt;br /&gt;
* Doesn't show on the health tab of colonists&lt;br /&gt;
&lt;br /&gt;
'''Minor:''' Severity 0.5 — 0.749&lt;br /&gt;
* {{Bad|x50%}} [[Consciousness]]&lt;br /&gt;
* Frequent vomiting - Every 0.3 days (4.8h) on average&lt;br /&gt;
&lt;br /&gt;
'''Major:''' Severity 0.75 — 0.999&lt;br /&gt;
* Consciousness {{Bad|10%}} max (immediate [[downed|down]]).&lt;br /&gt;
* [[Chemical damage]] to the brain on average 2.5 days in this state&lt;br /&gt;
* [[Death]] on average 3 days in this state&lt;br /&gt;
&lt;br /&gt;
'''Fatal:''' Severity 1&lt;br /&gt;
* Overdosing pawn's body is unable to handle extreme drug levels, and succumbs&lt;br /&gt;
&lt;br /&gt;
Severity decreases at a rate of 1 per game day. This means it takes up to 24 hours for a full recovery, or 12 hours if no overdose is visible.&lt;br /&gt;
&lt;br /&gt;
==Interaction with DLC==&lt;br /&gt;
The [[Ideoligion#Drug use|Drug use: Essential]] precept{{IdeologyIcon}} desires drugs. Their mood shifts from {{+|3}} to {{--|10}} depending on the time since a drug has been taken, but the ideoligion does not force drug use beyond the mood penalty. This precept increases drug plant harvest yield by {{+|50%}}, synthesis speed by {{+|50%}}, and adds {{+|10%}} [[Trade Price Improvement]] when selling drugs.&lt;br /&gt;
&lt;br /&gt;
[[Gene]]s{{BiotechIcon}} can impact drug addiction. For all drug genes, [[alcohol]] and [[smokeleaf]] have the smaller impact to metabolism.&lt;br /&gt;
*[[Genes#Drugs|&amp;lt;Drug&amp;gt;-impervious]] eliminates all addiction and tolerance, in addition to both random and cumulative overdoses , for {{--|3}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] or {{--|5}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] metabolic efficiency. &lt;br /&gt;
*[[Genes#Drugs|&amp;lt;Drug&amp;gt;-resistant]] reduces addiction, tolerance, and random overdose chance by 50%, for {{--|1}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] or {{--|2}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] metabolic efficiency. &lt;br /&gt;
*[[Genes#Drugs|&amp;lt;Drug&amp;gt;-dependency]] requires the drug every 5 days to avoid large penalties, puts in a coma in 30 days, and kills in 60 days. However, it gives immunity to addiction and random overdose. This gene instead adds {{+|3}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] or {{+|4}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] metabolic efficiency.&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
Drugs are highly profitable and very lightweight source of money. They are a valid and powerful source of income if you are in a temperate/warm [[biome]], or have a [[sun lamp#Analysis|greenhouse]] to make them in. There is absolutely no penalty towards selling any drug to any [[faction]]. Factions are even [[goodwill|happy]] about gifted drugs. This is true even if a faction's [[ideoligion]]{{IdeologyIcon}} forbids drugs.&lt;br /&gt;
&lt;br /&gt;
Drug synthesis relies on Plants (to grow [[hops]], [[smokeleaf leaves]], and [[psychoid leaves]]), and one of Cooking (smokeleaf, beer, psychite tea) or Intellectual (other drugs). It is considered a ''Crafting'' work, despite it not using the Crafting skill.&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
[[Flake]] is usually the most profitable drug that your colony can produce on its own. Note that growing the [[psychoid plant]] requires a Plants skill of 6, and creating flake requires the [[Research#Psychite refining|Psychite refining]] research.&lt;br /&gt;
&lt;br /&gt;
[[Smokeleaf]] is flake's biggest competitor. Compared to flake, smokeleaf only gives {{Bad|88%}} the silver per unit of planter work ({{+|12.5%}} more drug/plant, but {{--|21.5%}} value/drug). In addition, joints themselves take longer to create - with equal skill, they take {{Bad|+80%}} more work. However, smokeleaf relies on Cooking skill, so can be better when you have a great Cook idle. Also, [[smokeleaf plant]]s give a higher yield per plant growth day, especially in [[hydroponics]]. Therefore, smokeleaf can be superior when work time isn't an issue.&lt;br /&gt;
&lt;br /&gt;
'''Other comparisons:'''&lt;br /&gt;
* Compared to [[yayo]], flake is worth {{%|{{Q|Flake|Market Value Base}}/{{Q|Yayo|Market Value Base}} round 2}} the [[silver]], but requires only {{%|{{Q|Flake|Work To Make}}/{{Q|Yayo|Work To Make}} round 2}} of the [[Work To Make]] and 50% of the ingredient costs. Flake gives 33% more silver per [[Psychoid leaves|psychoid leaf]] for 7% more work. Selling flake + raw leaves remains superior to selling yayo.&lt;br /&gt;
* [[Psychite tea]] costs the same amount of psychoid leaves as flake, but is worth less and takes longer to make.&lt;br /&gt;
* Brewing [[beer]] gives less drug per [[hop plant]] grown than psychoid (thus less drug/planter work), and each beer is worth less than 1 flake.&lt;br /&gt;
* [[Ambrosia]] can only be found in the [[Events#Ambrosia sprout|event]], and it may grow in an inconvenient location. This makes ambrosia inconsistent at best. But ambrosia requires 0 work to synthesize, only harvest work - if it sprouts nearby, then it's easy money.&lt;br /&gt;
&lt;br /&gt;
Other drugs must be bought entirely, or require [[neutroamine]], which cannot be produced by a colony. The colony trade disadvantage normally rules out selling any neutroamine product as profitable, unless you have an amazing trader. Even then, their production is limited by the supply of neutroamine.&lt;br /&gt;
&lt;br /&gt;
==Reasons to use drugs==&lt;br /&gt;
RimWorld isn't real life. A [[beer|drink]] a day won't really hurt anybody, though alcohol and [[smokeleaf]] do make colonists less productive. [[Psychite tea]] and [[ambrosia]] have purely positive effects when taken every 2 days (adult timing). Tea will even increase productivity by reducing the need for sleep.  As long as you set a good drug schedule, using social drugs can be a safe way to boost mood.&lt;br /&gt;
&lt;br /&gt;
[[Penoxycyline]] is completely safe to use, preventing [[disease]]s like [[malaria]] and [[sleeping sickness]], which are common in tropical/swampy [[biome]]s. &lt;br /&gt;
&lt;br /&gt;
===Setting a drug schedule===&lt;br /&gt;
In the [[Assign]] tab, you can click on Manage Drug Policies to alter when a colonist will take their drugs. The main settings to change are ''For Recreation'', which should be turned off, and ''Scheduled'', to be turned on. &lt;br /&gt;
&lt;br /&gt;
A drug schedule consists of 3 parts:&lt;br /&gt;
*Frequency: How long between taking each drug. This can be set to an integer day number (or X times per day, if you so want).&lt;br /&gt;
**Note that [[penoxycyline]] lasts for 5.55 days, and you can only set the drug interval to 5 ''or'' 6 days. Either some of its effect will be wasted, or there will be a short time where colonists are vulnerable to disease.&lt;br /&gt;
*Mood: Maximum mood before being able to take the drug.&lt;br /&gt;
*Recreation: Maximum [[Recreation]] before being able to take the drug.&lt;br /&gt;
&lt;br /&gt;
All three requirements must be met in order for the drug to be taken. For example, setting Ambrosia to (2 days, 40% mood) will cause Ambrosia to be taken once every 2 days at most, and only when mood is below the threshold. If setting a mood threshold, it's best to keep it slightly above a mental break threshold, to account for walking time.&lt;br /&gt;
&lt;br /&gt;
Of course, you can direct pawns to take drugs manually, and only manually. You can set colonists to carry drug at all times, and take it whenever needed; this is especially useful for combat drugs like [[go-juice]].&lt;br /&gt;
&lt;br /&gt;
=== Reasons for hard drugs ===&lt;br /&gt;
Hard drugs are never &amp;quot;safe&amp;quot; to use without the use of [[Genes#Drugs|genes]],{{BiotechIcon}} but ''can'' be exceptionally useful even without them. [[Go-juice]], [[wake-up]], and [[yayo]] all help when you ''really'' need them. For example, go-juice can turn a desperate fight into a curb-stomp by your pawns, wake-up can get something done ''immediately'', yayo helps a stray colonist run from a [[manhunter pack]], and both yayo and flake give an instant and huge mood boost, which can prevent mental breaks in dire situations. &lt;br /&gt;
&lt;br /&gt;
Yayo is better than flake as an actual taken drug (more effects, less addiction/overdose chance, as long as 2 doses of flake), but yayo and flake stack. If you don't care about a colonist at all, you can stack them up with available drugs until you run out, or they die of compound overdose.&lt;br /&gt;
&lt;br /&gt;
For [[Luciferium]], see its [[Luciferium#Analysis|Analysis]] section. It gives many stat boosts, can cure a myriad of injuries and conditions that otherwise require [[healer mech serum]], [[biosculpter pod]]{{IdeologyIcon}}, or the Scarless [[gene]]{{BiotechIcon}}, but causes a permanent and costly need.&lt;br /&gt;
&lt;br /&gt;
===Risk of storage===&lt;br /&gt;
The main risk of keeping drugs around at all are drug binges. These can cause addiction, despite your best scheduling and zoning tools. [[Social drug binge]]s happen as a major [[mental break]], and [[hard drug binge]]s happen as an extreme one. However, you can [[arrest]] a binging pawn to stop the binge, at the cost of the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. Healthy colonists decent at Social have a 100% [[Arrest Success Chance]], but unskilled pawns can fail arrest, which will cause the more dangerous [[berserk]].&lt;br /&gt;
&lt;br /&gt;
Colonists with the [[chemical interest]] and [[chemical fascination]] traits will ignore their drug policy - they will take any non-medical drug as a form of Recreation. This can be avoided in the following ways:&lt;br /&gt;
*They will respect [[allowed area]]s and forbidden items. You'll have to keep on top of these rules, but these restrictions are effective. In particular, watch out for [[caravan]]s and the ''Drop on Floor'' bill setting. Pawns on a drug binge still ignore these, but chemical interest/fascination no longer force binges, nor do they increase the chance to binge.&lt;br /&gt;
*They will only take the drug if they are ''assigned'' to Recreation or Anything in their [[schedule]]. Setting these pawns entirely to Sleep, Work, and Meditation{{RoyaltyIcon}} will largely prevent unwanted drug taking. Meditation can satisfy the recreation need (though they'll get bored of it). Note that if a pawn has no available work, then they will &amp;quot;idle&amp;quot;, and be able to take drugs.&lt;br /&gt;
&lt;br /&gt;
In addition, [[animal]]s can wander and take drugs. Most often, they will consume [[ambrosia]] and [[beer]] (which count as [[food]] items). Colony-owned animals will completely respect zone / [[pen]] rules.&lt;br /&gt;
&lt;br /&gt;
==Fighting addictions==&lt;br /&gt;
Whenever a prisoner started with an addiction, or a colonist got unlucky drinking [[go-juice]], addictions can and do happen. There are two main strategies to fighting one:&lt;br /&gt;
&lt;br /&gt;
===Keeping the pawn from drugs===&lt;br /&gt;
*'''Prison.''' [[Arrest]]ing an addict is the simplest way to prevent addiction, so long as somebody has a good [[Arrest Success Chance]]. As long as the prison cell is clear of drugs, there is no chance of relapse.&lt;br /&gt;
**Watch out for their [[mood]], as withdrawal is difficult to go through. While mental breaks are easier to deal with in prison, [[berserk]] in particular can be harmful to both the addict and others.&lt;br /&gt;
*'''Send them on a [[caravan]].'''  Mental breaks inside a caravan are much less impactful, only slowing the caravan down. Don't forget to remove the drug in question.&lt;br /&gt;
** As long as you are on top of a settlement, ambushes will not happen. Note that sending an addict alone to park on your colony is ''not'' safe if extreme breaks are possible. &lt;br /&gt;
*'''Send them on a [[Quests#Pawn Lending|Pawn Lending]] [[quest]]'''.{{RoyaltyIcon}} Lending a pawn will advance addiction and tolerance, but prevents all the negatives of addiction. As getting quests at all isn't reliable, this itself isn't reliable. Also note that a single quest is rarely enough to fix a full addiction.&lt;br /&gt;
&lt;br /&gt;
===Keeping drugs from reach===&lt;br /&gt;
While [[allowed area]]s and drug policies won't work against binges, the following tactics can keep the drugs from the colonist:&lt;br /&gt;
*'''Sell them.''' You'll gain some money out of it, which is always useful.&lt;br /&gt;
*'''Load them in a [[transport pod]].''' You don't have to launch it, though you can. Once loaded, the drugs will remain so long as the pod is not destroyed.&lt;br /&gt;
*'''Load them inside other colonists.''' Note that colonists can only hold 3 drugs, each - this only works against a small amount of drugs.&lt;br /&gt;
*'''Wall them in.''' Set a [[stockpile zone]], haul the drugs in, and seal them off with [[wall]]s. If there's no path to it, then it's out of mind.&lt;br /&gt;
*'''Destroy them''', with a [[campfire]], [[electric crematorium]], or controlled [[fire]]. Each method will destroy entire stacks at a time. Do this if you don't want the hassle of the other methods, or if you have no other choice.&lt;br /&gt;
During withdrawal, the addict will face a severe mood hit, and be less productive due to the stat increases. If you do decide to just get rid of drugs, watch out for any drugs held by [[raider]]s, and have some way to help the mood. You might want to use another social drug, or if you can afford the medicine cost, [[anesthetic]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
{{Recode|section=1|reason= Convey plant work/dose}}&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Drug  !! Ingredients !! Work to Make || Minimum Skills !! Market Value !! data-sort-type=&amp;quot;number&amp;quot;| Value/Work !! Value/Ingredient&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]         &lt;br /&gt;
| {{Required Resources|Wake-up|sep=&amp;amp;nbsp;+|simple=1}}         || {{Ticks|{{Q|Wake-up|Work To Make}} }} || {{Q|Wake-up|Skill 1|-}} {{Q|Wake-up|Skill 1 Level}} || {{Q|Wake-up|Market Value Base}} {{Icon Small|Silver}} || {{#expr:{{Q|Wake-up|Market Value Base}}/{{Q|Wake-up|Work To Make}} round 4}} {{Icon Small|Silver}} || {{#expr:{{Q|Wake-up|Market Value Base}}/{{Q|Wake-up|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Penoxycyline]]    &lt;br /&gt;
| {{Required Resources|Penoxycyline|sep=&amp;amp;nbsp;+|simple=1}}    || {{Ticks|{{Q|Penoxycyline|Work To Make}} }} || {{Q|Penoxycyline|Skill 1|-}} {{Q|Penoxycyline|Skill 1 Level}} || {{Q|Penoxycyline|Market Value Base}} {{Icon Small|Silver}} || {{#expr:{{Q|Penoxycyline|Market Value Base}}/{{Q|Penoxycyline|Work To Make}} round 4}} {{Icon Small|Silver}} || {{#expr:{{Q|Penoxycyline|Market Value Base}}/{{Q|Penoxycyline|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]           &lt;br /&gt;
| {{Required Resources|Flake|sep=&amp;amp;nbsp;+|simple=1}}           || {{Ticks|{{Q|Flake|Work To Make}} }} || {{Q|Flake|Skill 1|-}} {{Q|Flake|Skill 1 Level}} || {{Q|Flake|Market Value Base}} {{Icon Small|Silver}} || {{#expr:{{Q|Flake|Market Value Base}}/{{Q|Flake|Work To Make}} round 4}} {{Icon Small|Silver}} || {{#expr:{{Q|Flake|Market Value Base}}/{{Q|Flake|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]            &lt;br /&gt;
| {{Required Resources|Yayo|sep=&amp;amp;nbsp;+|simple=1}}            || {{Ticks|{{Q|Yayo|Work To Make}} }} || {{Q|Yayo|Skill 1|-}} {{Q|Yayo|Skill 1 Level}} || {{Q|Yayo|Market Value Base}} {{Icon Small|Silver}} || {{#expr:{{Q|Yayo|Market Value Base}}/{{Q|Yayo|Work To Make}} round 4}} {{Icon Small|Silver}}|| {{#expr:{{Q|Yayo|Market Value Base}}/{{Q|Yayo|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]    &lt;br /&gt;
| {{Required Resources|Psychite tea|sep=&amp;amp;nbsp;+|simple=1}}    || {{Ticks|{{Q|Psychite tea|Work To Make}} }} || {{Q|Psychite tea|Skill 1|-}} {{Q|Psychite tea|Skill 1 Level}} || {{Q|Psychite tea|Market Value Base}} {{Icon Small|Silver}} || {{#expr:{{Q|Psychite tea|Market Value Base}}/{{Q|Psychite tea|Work To Make}} round 4}} {{Icon Small|Silver}}|| {{#expr:{{Q|Psychite tea|Market Value Base}}/{{Q|Psychite tea|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] &lt;br /&gt;
| {{Required Resources|Smokeleaf joint|sep=&amp;amp;nbsp;+|simple=1}} || {{Ticks|{{Q|Smokeleaf joint|Work To Make}} }} || {{Q|Smokeleaf joint|Skill 1|-}} {{Q|Smokeleaf joint|Skill 1 Level}} || {{Q|Smokeleaf joint|Market Value Base}} {{Icon Small|Silver}} || {{#expr:{{Q|Smokeleaf joint|Market Value Base}}/{{Q|Smokeleaf joint|Work To Make}} round 4}} {{Icon Small|Silver}}|| {{#expr:{{Q|Smokeleaf joint|Market Value Base}}/{{Q|Smokeleaf joint|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]        &lt;br /&gt;
| {{Required Resources|Go-juice|sep=&amp;amp;nbsp;+|simple=1}}        || {{Ticks|{{Q|Go-juice|Work To Make}} }} || {{Q|Go-juice|Skill 1|-}} {{Q|Go-juice|Skill 1 Level}} || {{Q|Go-juice|Market Value Base}} {{Icon Small|Silver}}  || {{#expr:{{Q|Go-juice|Market Value Base}}/{{Q|Go-juice|Work To Make}} round 4}} {{Icon Small|Silver}} || - &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Beer]]            &lt;br /&gt;
| {{Required Resources|Beer|sep=&amp;amp;nbsp;+|simple=1}}            || {{Ticks|{{Q|Wort|Work To Make #|-}}/{{Q|Wort|Product Amount}} }}{{ref label|Beer|B}} || {{Q|Beer|Skill 1|-}} {{Q|Beer|Skill 1 Level}} || {{Q|Beer|Market Value Base}} {{Icon Small|Silver}} || {{#expr:{{Q|Beer|Market Value Base}}/({{Q|Wort|Work To Make #}}/{{Q|Wort|Product Amount}}) round 4}} {{Icon Small|Silver}}{{ref label|Beer|B}} || {{#expr:{{Q|Beer|Market Value Base}}/{{Q|Beer|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Beer|B}} '''Note:''' This value uses the work to make value of one [[wort]], rather than that of [[beer]] itself. Also note that wort is produced in batches of {{Q|Wort|Product Amount}}.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Body_Size&amp;diff=135862</id>
		<title>Body Size</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Body_Size&amp;diff=135862"/>
		<updated>2023-07-31T07:44:24Z</updated>

		<summary type="html">&lt;p&gt;Bork: More still to do, but this was an easy addition. Most of the other effects should be trivial to add, it's just a case of double checking figures in-game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|reason=1) Stats 2) [[Children#Stats]] - not just what is there, but how it applies in the order of operations. }}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How large the creature is.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The main factors of body size are species and age. Younger pawns will be smaller until they reach adulthood. Adult humans have a size of 1.&lt;br /&gt;
&lt;br /&gt;
== Affected stats ==&lt;br /&gt;
* Ranged hit chance &lt;br /&gt;
Body size applies a multiplier to the shooter's accuracy equal to their body size from 0.5 to 2.0. The effect is proportional to the body size within that range, any target smaller or larger has the 0.5 or 2.0 effect applied respectively. &lt;br /&gt;
&lt;br /&gt;
This means animals with body sizes less than 0.5 such as [[Hare]]s are not harder to shoot than animals with 0.5 body size such as [[Tortoise]]s. Similarly a 2.4 body size [[Horse]] is just as easy to hit as a 4.0 body size [[Elephant]].&lt;br /&gt;
&lt;br /&gt;
This effect ONLY applies to '''being shot by ranged attacks''', and has no impact on receiving melee attacks.&lt;br /&gt;
&lt;br /&gt;
*[[Meat Amount]]/[[Leather Amount]]&lt;br /&gt;
Explained on their own pages. They're both multiplied directly by body size.&lt;br /&gt;
&lt;br /&gt;
* Drug tolerance&lt;br /&gt;
* [[Toxic buildup]] from [[toxic bite]], [[toxic scratch|scratch]], and [[toxic bullet|bullet]] damage is inversly proportional to body size i.e. a body size of 2 takes twice as much build up severity as a bodysize of 1.&lt;br /&gt;
* Staggering from attacks with [[stopping power]] &amp;gt; body size&lt;br /&gt;
* [[Saturation]] capacity&lt;br /&gt;
* Weight&lt;br /&gt;
* Probably more&lt;br /&gt;
* Body heat&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drum&amp;diff=135769</id>
		<title>Drum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drum&amp;diff=135769"/>
		<updated>2023-07-25T01:28:01Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{stub|reason=Music recreation details}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Drum&lt;br /&gt;
|image = Drum.png|Drum&lt;br /&gt;
|description = A large wooden drum used as a music source for tribal rituals and parties.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.35&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 5&lt;br /&gt;
|hp = 100&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|recreation type = music&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|tradeTags = MusicalInstrument&lt;br /&gt;
|thingCategories = BuildingsJoy&lt;br /&gt;
|work to make = 800&lt;br /&gt;
|stuff tags = Leathery, Fabric&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 30&lt;br /&gt;
|resource 2 = Wood&lt;br /&gt;
|resource 2 amount = 50&lt;br /&gt;
|page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Drum''' is a source of musical [[recreation]], as well as being used in the Drum Party ritual. The Drum was added by the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Drums are constructed with {{Required Resources}}. Pawns do not need an ideoligion with the drum party ritual in order to build this item.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
At least 1 drum is required to start the [[Rituals#Drum party|drum party]] [[ritual]]. Each drum ''played'' adds {{+|5%}} quality to the ritual, increasing the chance for a positive outcome. 50% of participants, rounded up, will actually play a drum.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Drum parties are one of the strongest rituals, with the biggest ''good'' mood modifiers ({{+|8}} / {{+|16}}), and a chance at a +20% [[Global Work Speed]] buff independent of the regular ritual reward. However, drums require a [[textile]] to create, which can be a little difficult to obtain at the start of the game, before your first [[cotton plant]]s have finished growing.&lt;br /&gt;
&lt;br /&gt;
Drums are generally cheaper than the [[loudspeaker]]s used for the [[Rituals#Dance Party|dance party]]; loudspeakers require {{Required Resources|Loudspeaker}} per speaker. However, pawns do not have to play a loudspeaker - 6 loudspeakers will give max quality, regardless of how many pawns you have. Drums also take 1 more tile of space due to requiring an interaction spot. Dance Party and Drum Party are otherwise equivalent rituals, with the same moodlets and same possible [[Global Work Speed]] buff.&lt;br /&gt;
&lt;br /&gt;
Drums are technically a cheap way to get musical recreation, however colonists will only play drums during drum rituals, gaining both the recreation from the ritual passively, and the recreation from the drum from actively playing it. For this reason [[Harp]]s{{RoyaltyIcon}} may be more practical but also require their own research to make.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=135538</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=135538"/>
		<updated>2023-07-09T00:32:03Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Work Site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. If a quest actually has a raid or other [[Events#Major Threat|major threat]], then it will be larger than what it's usual size would be. Quests can exceed the usual cap of 10,000 points.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be.{{Check Tag|How much?}}&lt;br /&gt;
&lt;br /&gt;
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Options, commonalities etc}}&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from.&lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor and [[uranium]] from the same quest, excluding hospitality, bandit camp and crashed shuttle quests&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence.&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], and [[#Biotech]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 50-75, faction leaves a gift of silver.&lt;br /&gt;
**'''Success''' - Goodwill increases by 25-75.&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-50.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 25-75, ''immediate attack'' on caravan party.&lt;br /&gt;
Peace talks will train the negotiator's Social skill. Even if peace talks were a &amp;quot;Truimph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A high-ranking [[noble]] is being chased by a small, manhunting animal. This quest generally appears after 8-11 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
*After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like Berserk Pulse, Farskip, or Neuroquake.&lt;br /&gt;
&lt;br /&gt;
===The Deserter===&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest generally appears after 26-29 days of the colony start, but can appear later on or never generate. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]].&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire in ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
===Betrayal offer===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
==Build Monument==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific mounument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
===Title Inheritance===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
*A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
*You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}}&lt;br /&gt;
*Soldier names like &amp;quot;janissary&amp;quot; or &amp;quot;cataphract&amp;quot; correspond to their respective [[Raider#Humanlike|raider]] types. A [[Raider#Empire|janissary]] will be wearing [[marine armor]] and come with a high-tech weapon, for instance.&lt;br /&gt;
&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. This shuttle can be deconstructed for {{icon small|plasteel}} 35, {{icon small|steel}} 20, and {{icon small|component}} 5, regardless of the outcome.&lt;br /&gt;
*Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
*The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
*{{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
**Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
*The empire's weapons are all [[biocoded]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
*Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
*If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
*Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_Ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&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, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&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;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
==Ancient Complex==&lt;br /&gt;
{{IdeologyIcon}} This sub-quest requires you to send your colonist to an abandoned ancient complex map. There is also a variant of the quest whereby a [[shuttle]] will take specific number of colonist and immediately taking off once the number of colonist are inside, usually landing at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threat within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The enemies may be dormant, waking upon entry or when crates or other special objects in the room are tampered with.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
The rooms often contain one or more unstable fuel nodes that explode and start large fires after a random delay once triggered.{{Check Tag|How?|Some seem to trigger as soon as you enter the room, others when you wake enemies, or open crates. Same possible triggers as dormant enemies, above?}}&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison breaks]] and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. ''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Quests#Ancient_Complex|Ancient Complex]] quest. To conclude the sub-quest, hack all the terminal within the map.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechinator. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient Complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the crashed colony.  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle lands. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is the [[downed]] sanguophage, assuming their brain isn't destroyed. You can force a downed sanguophage to give a gene implantation. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]].&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an ideoligion with &amp;quot;Cannibal&amp;quot; as their main meme will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 3 distinct ways to see the credits screen:&lt;br /&gt;
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
*Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
*Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
==Royal Ascent==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then a [[shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=135489</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=135489"/>
		<updated>2023-07-07T10:24:46Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Honor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Restore lost content from major rewrite}}&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 [[Psycasts|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 permits are lost 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 [[Psycasts#Dignified|mediation 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;
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. They will refuse to do work of certain types, and will only eat certain types of food. Barons or Counts (and higher) will replace their regular [[Mood#Expectation moodlets|expectation moodlets]] with a -6 and -12 penalty, respectively.&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. [[Skills#Social|Social]] skill or other social factors do not affect honor gain.&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 [[Psycasts#Pain block|pain block]] psycast to temporarily make a pawn motile, 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#.3CPAWN_NAME.3E.27s_.3CNEW_TITLE.3E_Ceremony{{!}}Quests}}&lt;br /&gt;
The lowest title, Freeholder, is automatically 'purchased' as soon as a pawn earns his 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 Yeoman 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 countess 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 [[#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;
*'''Yeoman (7 honor):''' The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title, it does give the holder the right to use low-level psychic abilities. 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 yeomen, seeking success outside the strictures of nobility.&lt;br /&gt;
*'''Acolyte (13 honor):''' The title of acolyte is the first title of noble duty, an 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 lord as an advisor. Their low rank within the nobility makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked acolyte to a negotiation can itself be seen as an insult, whereas a non-noble yeoman negotiator is seen only as the mouthpiece of his lord.&lt;br /&gt;
*'''Knight/Dame (21 honor):''' The title of knight is held by nobles who have largely passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected managers, advisors, or warriors. Most knights have some wealth, but a few remain quite poor while others may be very rich. In peacetime, a knight may manage a factory complex, commercial district, or small farming region. 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 a bridge between the service-oriented lower titles below and the power-holding nobility above. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest combat units that fight independently - 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 middle nobility. While lower titles focus on personal service at war or commerce under a lord, barons hold title as semi-independent rulers. Each baron is subordinate to his liege lord, but his obligations are mostly in supplying wealth and troops, and not in personal service. 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;
*'''Count/Countess (65 honor):''' The title of count is the middle rank of middle nobility. In peacetime, counts hold title to a city or colony, and 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 without the use of mods.&lt;br /&gt;
&lt;br /&gt;
*'''Duke/Duchess:''' The Imperial title of duke is the highest of the middle nobility. In the Empire, dukes control provinces, mega-cities, or moons. At war, a duke 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. 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]].&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. Couples can share a bedroom, regardless of nobility. Any number of nobles can share a throne room, though they need individual thrones. A [[Circadian half-cycler]] 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}} tab. 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, Counts (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 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 Count 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 Yeoman onward, grant an increase of 1 [[Psycasts#Psylink|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 Counts/Countesses. 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 currenlty 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 controllable, but you are required to keep them safe. || ''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 || Call a group of 8 [[Empire#Laborer|laborers]] to assist you for 4 days. They are controllable, but you are required to keep them safe.|| ''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. || {{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. || ''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 Count 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}}&lt;br /&gt;
{{Main|Decree}}&lt;br /&gt;
Nobles will sometimes issue quests with no reward except for a positive moodlet of +6 to the noble when fulfilled under ?? conditions. The noble that issued the decree  will experience an increasingly negative moodlet if the quest remains unfulfilled, starting at -?? and increasing by ?? after ??. Conversely, they will experience a positive moodlet of +6 if fulfilled. Decrees demand things such as producing, harvesting, or killing a certain amount of things.&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.&lt;br /&gt;
&lt;br /&gt;
==Table of Requirements==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! Incapable of&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_vs_Non_Conceited|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Capable of &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;non-exclusive&amp;lt;/sub&amp;gt;&amp;lt;br&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_vs_Non_Conceited|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 || 1 || 0 || ''None'' || '' Any '' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Yeoman&amp;quot;&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || '' Any '' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Acolyte&amp;quot;&lt;br /&gt;
| Acolyte || 6 (13) || 2 || '''Cleaning''' || '' -- '' || '''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; id=&amp;quot;Dame&amp;quot;&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Haul''' || '' -- '' || '''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 || 10 (31) || 4 || Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining''' || '' Cook, Construct, Smith, Handle, Tailor, Craft, Doctor, Warden, Hunt, Art, Research '' || '''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; id=&amp;quot;Baroness&amp;quot;&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '' Doctor, Warden, Hunt, Art, Research '' || '''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;Count&amp;quot; id=&amp;quot;Countess&amp;quot;&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft || '' Doctor, Warden, Hunt, Art, Research '' || '''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;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess&amp;lt;br&amp;gt;Consul&amp;lt;br&amp;gt;Stellarch&amp;lt;br&amp;gt;Emperor/Empress|| 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || 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;
|| Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || &lt;br /&gt;
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;
|}&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|'''Count 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|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &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.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - 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/1.4.3534|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;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=135488</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=135488"/>
		<updated>2023-07-07T10:20:28Z</updated>

		<summary type="html">&lt;p&gt;Bork: /* Work Site */&lt;/p&gt;
&lt;hr /&gt;
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| {{Gameplay_Nav}}&lt;br /&gt;
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{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. If a quest actually has a raid or other [[Events#Major Threat|major threat]], then it will be larger than what it's usual size would be. Quests can exceed the usual cap of 10,000 points.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be.{{Check Tag|How much?}}&lt;br /&gt;
&lt;br /&gt;
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Options, commonalities etc}}&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from.&lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor and [[uranium]] from the same quest, excluding hospitality, bandit camp and crashed shuttle quests&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence.&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], and [[#Biotech]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 50-75, faction leaves a gift of silver.&lt;br /&gt;
**'''Success''' - Goodwill increases by 25-75.&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-50.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 25-75, ''immediate attack'' on caravan party.&lt;br /&gt;
Peace talks will train the negotiator's Social skill. Even if peace talks were a &amp;quot;Truimph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A high-ranking [[noble]] is being chased by a small, manhunting animal. This quest generally appears after 8-11 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
*After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like Berserk Pulse, Farskip, or Neuroquake.&lt;br /&gt;
&lt;br /&gt;
===The Deserter===&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest generally appears after 26-29 days of the colony start, but can appear later on or never generate. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]].&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire in ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
===Betrayal offer===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
==Build Monument==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific mounument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
===Title Inheritance===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
*A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
*You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}}&lt;br /&gt;
*Soldier names like &amp;quot;janissary&amp;quot; or &amp;quot;cataphract&amp;quot; correspond to their respective [[Raider#Humanlike|raider]] types. A [[Raider#Empire|janissary]] will be wearing [[marine armor]] and come with a high-tech weapon, for instance.&lt;br /&gt;
&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. This shuttle can be deconstructed for {{icon small|plasteel}} 35, {{icon small|steel}} 20, and {{icon small|component}} 5, regardless of the outcome.&lt;br /&gt;
*Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
*The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
*{{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
**Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
*The empire's weapons are all [[biocoded]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
*Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
*If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
*Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_Ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&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, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&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;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
==Ancient Complex==&lt;br /&gt;
{{IdeologyIcon}} This sub-quest requires you to send your colonist to an abandoned ancient complex map. There is also a variant of the quest whereby a [[shuttle]] will take specific number of colonist and immediately taking off once the number of colonist are inside, usually landing at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threat within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The enemies may be dormant, waking upon entry or when crates or other special objects in the room are tampered with.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
The rooms often contain an unstable barrel that explodes and starts a large fire after a random delay once triggered.{{Check Tag|How?|Some seem to trigger as soon as you enter the room, others when you wake enemies, or open crates. Same possible triggers as dormant enemies, above?}}&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive barrels.&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison breaks]] and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, or Hostile faction, or a 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. ''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Quests#Ancient_Complex|Ancient Complex]] quest. To conclude the sub-quest, hack all the terminal within the map.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechinator. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient Complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the crashed colony.  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle lands. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is the [[downed]] sanguophage, assuming their brain isn't destroyed. You can force a downed sanguophage to give a gene implantation. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]].&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an ideoligion with &amp;quot;Cannibal&amp;quot; as their main meme will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 3 distinct ways to see the credits screen:&lt;br /&gt;
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
*Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
*Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
==Royal Ascent==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then a [[shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slavery&amp;diff=135463</id>
		<title>Slavery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slavery&amp;diff=135463"/>
		<updated>2023-07-05T00:55:07Z</updated>

		<summary type="html">&lt;p&gt;Bork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Rewrite|reason=Cleanup desperately needed}}&lt;br /&gt;
{{For|selling prisoners, which is also considered &amp;quot;slavery&amp;quot; |Prisoners}}&lt;br /&gt;
'''Slavery''' in base game RimWorld is limited only to selling [[prisoner]]s for profit, with no other use. The [[Ideology DLC]] significantly expands on the concept, allowing prisoners to be enslaved and forced to work and perform tasks.&lt;br /&gt;
&lt;br /&gt;
== Acquiring slaves ==&lt;br /&gt;
Slaves can be created by reducing the will of a [[prisoner]] to zero, or by attempting to enslave a prisoner while benefiting from a recruitment [[Mental inspiration#Inspired recruitment|inspiration]]. A prisoner's starting will is usually much lower than their resistance (which would recruit them as a colonist).&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Slaves are controllable pawns, much like a colonist. They have many functional differences but act just the same. Slaves are prone to [[#Slave rebellion|slave rebellions]].&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
A slave will have 85% [[Global Work Speed]] - they have no motivation to work as hard. To compensate, they have no need for [[Recreation]], and will have increased mood through expectations.&lt;br /&gt;
&lt;br /&gt;
Slaves are unable to do the Warden, Art, or Research tasks. They are additionally unable to:&lt;br /&gt;
* Tasks that require a minimum [[Intellectual]] skill greater than 0 such as crafting [[Medicine]] as slaves are considered to have 0 skill regardless of their actual skill level prior to enslavement. Despite [[Drug Synthesis Speed]] scaling with Intellectual they are still capable of doing tasks that use this stat for scaling, albeit slowly.&lt;br /&gt;
* Request caravans, military aid, or persona core location via [[comms console]]&lt;br /&gt;
* Call royal [[permit]]s{{RoyaltyIcon}}&lt;br /&gt;
* Be an ideoligious [[role]]&lt;br /&gt;
However, slavery overrides ''all'' other work exceptions. For example, if a colonist would be unable to do Dumb Labor, enslaving will force them to allow Dumb Labor.&lt;br /&gt;
&lt;br /&gt;
Unlike [[prisoner]]s, male slaves can fertilize [[embryo]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Expectations ===&lt;br /&gt;
{{See also|Expectations}}&lt;br /&gt;
Slaves do not have the default [[expectations]] of colonists. Instead they have unique expectations with a generally higher mood boost. Slave expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|28}} || All other Expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
* Slaves never insult or social fight with non-slave pawns. They are half as likely to social fight within themselves.&lt;br /&gt;
* Slaves cannot share a [[double bed]] with non slaves colonists, even if they are married.&lt;br /&gt;
* Slaves can share [[bed]]rooms with colonists, however the colonists will receive {{--|3}} mood for doing so (unless they are in a relationship).&lt;br /&gt;
&lt;br /&gt;
Other colonists will see slavery as either an abhorrent or honorable act, depending on the Slavery [[precept]].&lt;br /&gt;
&lt;br /&gt;
== Slave rebellion ==&lt;br /&gt;
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, escape route, and the presence of colonists on the map, with a base interval of 45 days. The time displayed is based on time awake - that is, if a slave sleeps 8 hours of every 24, the actual mean time between rebellions will be 50% longer. A displayed MTB of 2 years will actually be a MTB of 3 years.&lt;br /&gt;
&lt;br /&gt;
Slave rebellions come in several different types: Grand, Local, and Single. A grand escape involves every valid slave on the map rebelling, while a local escape chooses a given slave as a locus with any valid slaves within 35 tiles also rebelling. A single rebellion is, as the name implies, a rebellion by a single slave.&lt;br /&gt;
&lt;br /&gt;
Only non-downed, non-mental breaking, awake, slaves can join a rebellion. Thus, by assigning slaves different shifts, the maximum number of slaves rebelling can be limited. &lt;br /&gt;
&lt;br /&gt;
Weapons such as [[Wood]], [[EMP grenades]]/[[EMP launcher|launchers]], and [[Smoke launcher]]s will not increase rebellion chance, despite being weapons. Rebellious slaves will take ranged weapons even if equipped with [[shield belt]]s, dropping the belts in the process.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Mean Time Between Rebellions''' = 45/(Moving Factor * Suppression Factor * Slave Count Factor * Mood Factor * Room Edge Factor * Weapon Factor * Unattended Factor)&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* Moving Factor = A curve dependent on the current [[Moving]] capacity of the slave, defined by 3 points and linearly interpolated between them. 0.01x at 0% (though note that a pawn that cannot move is not valid for a rebellion anyway), 0.5x at 50% and 1x at 100%. This very closely approximates a straight scalar based on the Moving capacity, but is slightly different. Also note that this is Moving capacity, not [[move speed]], so slowing a pawn down with [[peg leg]]s will make rebellions less frequent, but slowing them down with a [[flak vest]] will not. &lt;br /&gt;
* Suppression Factor = A curve dependent on the current suppression value of the slave, defined by 4 points and linearly interpolated between them. 5x at 0%, 1.5x at 33.3%, 1x at 50%, 0.25x at 100%.&lt;br /&gt;
* Slave Count Factor = A curve dependent on the number of slaves loaded on a map, defined by 5 points and linearly interpolated between them. 1x at 1 slave, 0.75x at 2 slaves, 0.5x at 5 slaves, 0.3x at 10 slaves. 0.2x at 20 slaves. Note that despite making each slave individually less likely to rebel, having more slaves rolling for rebellions actually increases the chance. Also note that these slaves don't need to be valid slaves for a rebellion, they must simply be alive and on the map.&lt;br /&gt;
* Mood Factor = A curve dependent on the [[mood]] of the slave, defined by three points and linearly interpolated between them. 1.5x at 0% mood, 1x at 50% mood, 0.8x at 100% mood. &lt;br /&gt;
* Room Edge Factor = 1.7 when in a room that touches the map edge including being completely outdoors. 1 otherwise.&lt;br /&gt;
* Weapon Factor = 4 when within 7 tile range of a usable weapon, or if indoors (in a room not considered outdoors) in the same room as a usable weapon. 1 otherwise.&lt;br /&gt;
* Unattended Factor = 20 when on a map without a colonist that is not downed, dead or a slave. 1 otherwise.&lt;br /&gt;
&lt;br /&gt;
== Wardening ==&lt;br /&gt;
Like [[prisoner]]s, slaves can be interacted with by colonists with the Warden task.&lt;br /&gt;
&lt;br /&gt;
* '''Suppress''' - Intimidate the slave, causing their suppression to rise up, which lowers the chance of rebellion.&lt;br /&gt;
* '''Imprison''' - Arrest the slave, turning them back into a [[prisoner]]. You will need to reduce their will again to enslave them again.&lt;br /&gt;
* '''Emancipate''' - Free the slave. If the slave belonged to another faction, you will gain [[goodwill]] with that faction.&lt;br /&gt;
* '''Execute''' - Kill the slave.&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
Suppression is one of the stats used to calculate the slave rebellion interval. The higher the suppression, the longer the expected interval in between rebellions. The suppression of a slave can be increased by interacting with them, melee attacking them with a colonist or executing other slaves or prisoners. Over time, the suppression level lowers depending on its current level by up to 20% per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Suppression !! Suppression loss&amp;lt;br/&amp;gt;(per day)&lt;br /&gt;
|-&lt;br /&gt;
| 30% - 100% || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;15% - &amp;lt;30% || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| 0% - 15%   || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This value can be increased or decreased by the following things:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Suppression loss offset&amp;lt;br/&amp;gt;(per day)&lt;br /&gt;
|- &lt;br /&gt;
| [[Slave collar]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave body strap]] || {{+|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine helmet]] || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]] || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine armor]] || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine helmet]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Grenadier armor]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex shirt]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex vest]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal shirt]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Corset]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal vest]] {{RoyaltyIcon}} || {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige robe]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}} || {{--|20%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}} || {{--|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}} || {{--|5%}}&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
A suppression loss of less than 0% per day will not increase the suppression. Since the default loss is at a maximum of 20% per day, a slave collar combined with body straps is enough to keep up the suppression of a slave unless they are wearing apparel that increases suppression loss above 10%. Since a negative loss has no effect, increasing Terror while slaves wear slave collars and body straps is useless unless you also wish to outfit the slave with suppression-decreasing apparel, such as dusters in hot [[biomes]] or marine armor for combat slaves.&lt;br /&gt;
&lt;br /&gt;
=== Warden suppression ===&lt;br /&gt;
Each time a warden suppresses a slave, it increments their suppression by a value dependent on the [[Suppression Power]] of the warden and the current suppression of the slave.  &lt;br /&gt;
Namely:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Suppression Change = Suppression Power * Suppression Curve Factor'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! CurrentSuppressionFactorCurve&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Current Suppression (%))|yAxisTitle=Suppression Multiplier|type=line|x=0, 50, 100 |y1= 2, 1, 0.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a colonist with [[Skills#Social|Social]] skill of 10 has a Suppression Power of 28%. A slave with a current Suppression value of 0 has a suppression curve factor of 2x. Thus, that colonist suppressing that slave would result in the slave's suppression increasing by 56%. This also means that a skill 20 pawn will always fully supress a slave.&lt;br /&gt;
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Each suppression attempt takes {{ticks|180}} of work.&lt;br /&gt;
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[[Authority cap]]s improve the suppression power of the wearer. See that page for details.&lt;br /&gt;
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=== Melee suppression ===&lt;br /&gt;
{{Stub|section=1|reason=Exact equation depends on CurrentSuppressionFactorCurve - needs to be worked out and added}}&lt;br /&gt;
Any colonist can suppress a pawn by performing melee attacks against them. Each attack increases suppression at a rate dependent on the current suppression and the damage dealt, with more damage suppressing more&lt;br /&gt;
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=== Terror ===&lt;br /&gt;
{{Stub|section=1|reason=needs specifics}}&lt;br /&gt;
Terror is a way to keep slaves suppressed. It rises when the slave spends time near terrifying things like terror sculptures. A slave can only be affected by three terror sources at a time. While terror is high, suppression falls slower.&lt;br /&gt;
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Terror can be created by having slaves in proximity to terror creating furniture like [[skullspike]]s, [[terror sculpture]]s or bodies in [[gibbet cage|cages]]. While slaves are affected by these, their suppression loss is lowered, depending on the value and amount of terror sources, but capped at 3 individual sources. &lt;br /&gt;
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== Analysis ==&lt;br /&gt;
Keep slaves in collars and straps. Barring that, build terrorizing furniture in the areas they spend the most time ''awake'' in, such as workshops and kitchens. Terror fixtures are of little use inside a slave's own room.&lt;br /&gt;
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Keep your weapons inside a room that slaves will rarely, if ever, approach; confining your slaves to a restrictive allowed [[Zone/Area#Allowed area|area]] helps, of course.&lt;br /&gt;
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Minimize or eliminate the time slaves have access to the map edge. Consider walling off the area that slaves live in, if your entire colony isn't walled off already (doors count as barriers for purposes of map edge access for slaves). If that isn't feasible, keep slaves near the center of your colony as much as possible, and build walls and doors blocking off the ends of alleyways (this also helps slow down raiders that get past your outer defenses or land inside your base outright). Again, confining slaves to an allowed area is critical.&lt;br /&gt;
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Consider keeping your slaves happy. This is much easier than it might seem, since slaves have a huge baseline mood boost compared to a typical colonist, and will never get upset about lack of recreation. Slaves also get mood bonuses from performing work they're [[Passion|passionate]] about; paradoxically, these bonuses can last longer because the slave need not take recreation breaks. Having them drink [[psychite tea]] every other day will not only boost their mood further but also slightly increase their productivity (though unfortunately the big increase to recreation is wasted). Because slaves return to their rooms by default when in need of medical care, consider making their floors [[steel tile]] for an admittedly expensive increase to both cleanliness and room beauty. Also consider sticking &amp;quot;hand-me-down&amp;quot; beautifying [[sculptures]] in their rooms instead of just selling the old art. On the other hand, [[ascetic]] slaves allow you to have a happy slave with the crummiest room possible. [[Masochist]] slaves will love having a mindscrew implant (though it will lower their sale price), and the pain will lower consciousness, reducing their movement potential and further discouraging rebellion. Or just punch them once in a while.&amp;lt;br/&amp;gt;&lt;br /&gt;
Not only do happy slaves rebel a bit less often, joyful slaves can benefit from [[inspirations]] as other colonists do, making them even more useful as your property.&lt;br /&gt;
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If you have the [[Royalty]] DLC, consider giving slaves brain implants that cause [[brain shock]] so rebellions can be safely suppressed with no loss of life, even with armed and armored slaves, by using [[EMP]] weapons. Implants such as the [[circadian half-cycler]]{{RoyaltyIcon}} and the [[circadian assistant]]{{RoyaltyIcon}} also increase the total productivity of the slave, and the half-cycler reduces movement capacity by reducing consciousness; the downside is that these implants increase time awake, lowering the MTB for rebellions.&lt;br /&gt;
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[[Wimp]]s also make for easily quelled rebellions.&lt;br /&gt;
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=== Titles ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
{{Main|Titles}}&lt;br /&gt;
Slaves can be given honor and ascend the ranks of royalty just as every other pawn can. They function much the same as other nobles, requiring specific clothes, certain standards of bedroom and throne room, etc. with two major exceptions. First is they cannot use permits. Second is that slavery overrides the work type restrictions from conceited nobility.&lt;br /&gt;
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== Version history ==&lt;br /&gt;
* ? - Slave sold penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. Couples made of a slave/colonist pair no longer want to sleep together despite not being able to share a bed.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days. Ideoligion funerals are no longer expected for slaves. Slaves no longer count for Diversity of Thought. More selective in which weapons increase rebellion chance - now excludes Wood, EMP, Smoke etc.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3080]] - Rebelling slaves now drop shield belt if they have a ranged weapon&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Lower slave social fight chance by 50%.  Killing a slave in a slave rebellion no longer causes 'Witnessed ally's death' thought&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Slaves are now worth 75% of colonists in terms of map wealth and population.&lt;br /&gt;
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[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Bork</name></author>
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