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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_sensitizer&amp;diff=170825</id>
		<title>Psychic sensitizer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_sensitizer&amp;diff=170825"/>
		<updated>2025-10-17T15:23:11Z</updated>

		<summary type="html">&lt;p&gt;Crow: Analysis - impact on TPI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{About|the brain implant|the persona weapon trait|Psychic sensitizer (persona trait)}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Psychic sensitizer&lt;br /&gt;
| image = Health item archotech.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| description = This brain implant stimulates growth in the regions of the brain related to psychic interaction, thus increasing psychic sensitivity.&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 1000&lt;br /&gt;
| tradeTags = ImplantEmpireRoyal&lt;br /&gt;
| techHediffsTags = ImplantEmpireRoyal&lt;br /&gt;
| thingSetMakerTags = ImplantEmpireRoyal&lt;br /&gt;
}}&lt;br /&gt;
The '''psychic sensitizer''' is an implant in the [[Royalty DLC]] that gives a pawn that's been implanted with it a bonus of 25% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Psychic sensitizers cannot be crafted. Instead they are only available as a [[Quest]] reward and through trade, specifically from [[Empire]] traders, Empire and [[Outlander]] [[faction base]]s, and Exotic Goods traders.&lt;br /&gt;
&lt;br /&gt;
They can also be found implanted into some Imperial forces, namely [[Empire#Bestower|Bestowers]], [[Empire#Stellic warden|Stellic Wardens]], and [[Empire#Stellic defender|Stellic Defenders]]. If captured Alive, these pawns can be recruited or the implants removed to allow access to them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Once implanted in the brain, the psychic sensitizer additively increases the [[psychic sensitivity]] of the implantee by {{Up|+25%}}. That is, a normal pawn would have their sensitivity increase from 100% to 125%, while a [[Psychically hypersensitive]] pawn would have their sensitivity increase from 180% to 205%. &lt;br /&gt;
&lt;br /&gt;
In turn this increases the neural heat of the pawn.&lt;br /&gt;
{{Psychic Sensitivity Quality Table|0.25|noQuality=1}}&lt;br /&gt;
&lt;br /&gt;
Psychic sensitivity also affects a number of other mechanics. For further details, see the [[psychic sensitivity]] page.&lt;br /&gt;
&lt;br /&gt;
Unlike some other brain implants, it does not carry the risk of [[brain shock]] when the implantee is hit by [[EMP]] damage.&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;
{{Stub|section=1|reason=Generally stubby analysis}}&lt;br /&gt;
Good for psycasters, good with the psychic harmonizer, otherwise usually a detriment due to the boost in sensitivity to things like psychic drones which cause more mood debuffs.&lt;br /&gt;
&lt;br /&gt;
Installing Psychic Sensitizer on a pawn that already has a [[Psychic reader]] and 20 Social skill, increases that pawns [[Trade Price Improvement]] stat by flat {{+|0.75%}} before [[psychic sensitivity]] multipliers. This means pawn would need to buy/sell goods worth a total of {{Icon Small|silver}} 133333 [[silver]] (133k) to pay back the market value of Psychic Sensitizer, making the investment for trading even more questionable than installing the [[Psychic reader]] in first place. Technically the balance can be improved by equipping [[bioferrite]] gear, which serves as a multiplier on sensitivity granted by Psychic Sensitizer. &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>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_Sensitivity&amp;diff=170784</id>
		<title>Psychic Sensitivity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_Sensitivity&amp;diff=170784"/>
		<updated>2025-10-14T14:57:55Z</updated>

		<summary type="html">&lt;p&gt;Crow: Psychical sensitivity threshold for Anomaly rituals.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= 1) Ghoul, bioferrite items, psy steal ritual, voidsight serum etc 2) effective maximum 3) Full list of thing affevted by psychic sensitivty in its own section e.g. Disruptor flares, psycasts split duration and effect magnitude, etc}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| def name = PsychicSensitivity&lt;br /&gt;
| label = psychic sensitivity&lt;br /&gt;
| description = More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| scenario randomizable = true&lt;br /&gt;
| show on animals = false&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 3500&lt;br /&gt;
| cacheable = true&lt;br /&gt;
| parts = StatPart_GearStatOffset, StatPart_GearStatFactor, StatPart_SightPsychicSensitivityOffset, StatPart_BlindPsychicSensitivityOffset&lt;br /&gt;
}} {{Hover title|Version/1.5.4297|At the time of writing}}, the maximum possible ''psychic sensitivity'' is [[Effective Maximum::22.11|2211%]] with a pawn [[void touched]],{{AnomalyIcon}} [[psychically hypersensitive]] pawn, with a [[psychic sensitizer]]{{RoyaltyIcon}} installed, under the effect of [[psychophagy]],{{AnomalyIcon}} [[voidsight serum]],{{AnomalyIcon}} and four [[psychofluid pump]]s,{{BiotechIcon}} with a [[psychic bond]]{{BiotechIcon}} and the [[super psy-sensitive]] gene{{BiotechIcon}} and wearing  an [[eltex shirt]],{{RoyaltyIcon}} and a weapon, [[plate armor]], headwear, and [[slave collar]]{{IdeologyIcon}} all made of bioferrite. All listed items must be of Legendary [[quality]]. Finally they must be blind and have the [[Blind psysense|Blind psysense: Strong]] precept.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[File:Bioferrite psychic sensitivity stack.png|right|thumb|Maximum possible psychic sensitivity]]&lt;br /&gt;
&lt;br /&gt;
Psychic sensitivity acts as a scalar value for things such as [[Psychic drone]]s, some [[Psycasts]] {{RoyaltyIcon}}, and a pawn's [[Neural Heat Limit]]. Some effects such as [[Psychic shock lance]]s are toggled by psychic sensitivity only - if a pawn has a non-zero sensitivity the effect is applied and if they don't it is not, but no other modification to the effect from different levels exists. &lt;br /&gt;
&lt;br /&gt;
Humans and Animals by default have a psychic sensitivity of 100%, centipedes 75%, and other mechanoids 50%. [[Devourer]]s{{AnomalyIcon}} have a psychic sensitivity of 200%.&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
{{Stub|section=1|reason=Far from complete 2) table should display in %}}&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| c_07 sortable}}&lt;br /&gt;
! Pawn !! Psychic Sensitivity&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Psychic Sensitivity::+]]&lt;br /&gt;
| ?Psychic Sensitivity&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
| limit = 1000&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;
== Effects ==&lt;br /&gt;
{{Rewrite|section=1|reason=Verify, expand, and cleanup}}&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Effect of Stat&lt;br /&gt;
|-&lt;br /&gt;
! [[Events#Psychic drone|Psychic drone]] event&lt;br /&gt;
| Multiplier on moodlet.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic suppressor]]&lt;br /&gt;
|Multiplier on lost [[Consciousness]].&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic animal pulser]]&lt;br /&gt;
| ??? {{Check Tag|Effect of PS, if any}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic insanity lance]]&lt;br /&gt;
| Immunity at 0%. No other effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic shock lance]]&lt;br /&gt;
| Immunity at 0%. No other effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic soothe pulser]]&lt;br /&gt;
| Multiplier on moodlet.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic emanator]]&lt;br /&gt;
| Multiplier on moodlet.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic reader]] {{RoyaltyIcon}}&lt;br /&gt;
| Multiplier on [[Negotiation Ability]] and [[Trade Price Improvement]] gains.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic harmonizer]] {{RoyaltyIcon}}&lt;br /&gt;
| Multiplier on applied [[mood|moodlet]], both positive and negative.&amp;lt;br&amp;gt;Multiplier on received moodlet, both positive and negative.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psycasts]] {{RoyaltyIcon}}&lt;br /&gt;
| Multiplier on duration (the target's sensitivity is used). {{ref label|Psycasts|A}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Neural Heat Limit]] {{RoyaltyIcon}}&lt;br /&gt;
| Multiplier on Limit.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic rituals]] {{AnomalyIcon}}&lt;br /&gt;
| Ritual quality bonus based Invoker's sensitivity. Maximum bonus ({{+|25%}}) at 281% sensitivity. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Psycasts|A}} This applies to most, but not all, psycasts that create effects on the pawn. The user's own psychic sensitivity has no effect on duration, unless the user is also the target. See [[Psycasts#Psycasts|Psycasts]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Factors ==  &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{{Template:Psychic Sensitivity Factor Table}}&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT| c_07}}&lt;br /&gt;
! Name !! Description !! Category !! Parameters !! Complex Parameters !! Display Priority In Category&lt;br /&gt;
|- id=&amp;quot;Psychic Sensitivity&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&amp;lt;!-- Name --&amp;gt;&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;PsychicSensitivity&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;psychic sensitivity&lt;br /&gt;
| More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.&lt;br /&gt;
|&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
* Display Order: '''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default: {{Bad|false}}&lt;br /&gt;
|&amp;lt;!-- Parameters --&amp;gt;&lt;br /&gt;
* Default Base Value: '''{{%|1}}'''&lt;br /&gt;
* To String Style: '''PercentZero'''&lt;br /&gt;
* Show On Animals: {{Bad|false}}&lt;br /&gt;
* Min Value: '''{{%|0}}'''&lt;br /&gt;
* Scenario Randomizable: {{Good|true}}&lt;br /&gt;
* Cacheable: {{Good|true}}&lt;br /&gt;
|&amp;lt;!-- Complex Parameters --&amp;gt;&lt;br /&gt;
* Parts:&lt;br /&gt;
** '''StatPart_GearStatOffset'''&lt;br /&gt;
*** Apparel Stat: '''[[Psychic Sensitivity Offset]]'''&lt;br /&gt;
*** Include Weapon: {{Good|true}}&lt;br /&gt;
** '''StatPart_GearStatFactor'''&lt;br /&gt;
*** Apparel Stat: '''[[Psychic Sensitivity Factor]]'''&lt;br /&gt;
*** Include Weapon: {{Good|true}}&lt;br /&gt;
** '''StatPart_SightPsychicSensitivityOffset'''&lt;br /&gt;
** '''StatPart_BlindPsychicSensitivityOffset {{IdeologyIcon}}'''&lt;br /&gt;
| 3500&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{{Stub|nocat=1|section=1|reason=General Version history}}&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trade_Price_Improvement&amp;diff=170783</id>
		<title>Trade Price Improvement</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trade_Price_Improvement&amp;diff=170783"/>
		<updated>2025-10-14T14:52:40Z</updated>

		<summary type="html">&lt;p&gt;Crow: Added sensitivity threshold for colony leader&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup, readability/formatting, format standardization}}{{Verified|1.2.2900}}{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentTwo&lt;br /&gt;
| description = When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.&lt;br /&gt;
| category = PawnSocial&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
{{Stub|section=1|reason=Needs analysis of exactly what order of operations is used for each additional factor and how the precept affect the TPI exactly}}&lt;br /&gt;
TPI is affected by the following:&lt;br /&gt;
*[[Skills#Social|Social]][[Skill::Social| ]] skill: Multiply the base TPI value by the pawn skill level times [[Skill Bonus Factor::0.015|1.5]]%. Affect the base TPI value multiplicatively.&lt;br /&gt;
*[[Talking]]: [[Talking Importance::0.9|90%]] weight, allowed defect of 0.05 and a max at [[Talking Limit::1|100%]], meaning improvement over 95% does not affect trade prices. Affect the base TPI value multiplicatively.&lt;br /&gt;
*[[Hearing]]: [[Hearing Importance::0.9|90%]] weight, allowed defect of 0.20 and a max at [[Hearing Limit::1|100%]], meaning improvement over 80% does not affect trade prices. Affect the base TPI value multiplicatively.&lt;br /&gt;
*[[Psychic reader]]{{RoyaltyIcon}}: Add 10% of the pawn's [[Psychic Sensitivity]] to the base TPI value. Affect the base TPI value additively.&lt;br /&gt;
* [[Ideoligion#Drug use|Drug Use: Essential]] precept {{IdeologyIcon}} Add 10% of the selling (*0.6) market value to the final price, only for selling drugs. Only [[Drugs|social and hard drugs]] are affected, medical drugs like [[Luciferium]] and [[Penoxycyline]] do not receive the selling price improvement. Affect the final selling price value additively, cannot be modified or modify other bonuses. ''From my testing, it can allow to bypass the 39.5% TPI cap but very slightly. At 39.5% TPI this precept only add 1% of the base market value to the final price.{{Check Tag|More testing needed|as a pawn approch 39.5% TPI, how does it apply?}}''&lt;br /&gt;
* [[Ideoligion#Meme-specific|Ranching: Central]] precept {{IdeologyIcon}} Add 10% of the selling (*0.6) market value to the final price, only for selling animal products. Despite saying &amp;quot;animal products&amp;quot;, this only applies to meat, leather and wool. Eggs (fertilized or not), milk, insect jelly and fish are not affected, while human meat, human leather, twisted meat and dread leather are. Live animals are not affected. Affect the final selling price value additively, cannot be modified or modify other bonuses. ''From my testing, it can allow to bypass the 39.5% TPI cap but very slightly. At 39.5% TPI this precept only add 1% of the base market value to the final price.{{Check Tag|More testing needed|as a pawn approch 39.5% TPI, how does it apply?}}''&lt;br /&gt;
* Giving the [[Ideoligion#Leaders|leader role]] {{IdeologyIcon}} to a pawn provides a +2% TPI. Affect the final TPI value additively, cannot be modified or modify other bonuses.&lt;br /&gt;
* Trading with others [[faction]]’s settlement via [[caravan]] provides a +2% TPI. Affect the final TPI value additively, cannot be modified or modify other bonuses. Can affect the TPI to go past the 39.50% cap.&lt;br /&gt;
* [[Mental inspiration#Inspired trade|Inspired trade]] provides a +18% TPI. Affect the final TPI value additively, cannot be modified or modify other bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TPI is not affected by pawn beauty, nor [[Social Impact]] buffs such as from the [[bowler hat]].&lt;br /&gt;
&lt;br /&gt;
As of 1.6{{Check Tag|Confirm?|I didn't play on 1.5 someone change this if it happened before.}} the TPI is capped as 39.50% as to prevent being able to buy for less than you can sell.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the buy price modifier(i.e the percentage of the item's value you will pay) is {{math|1= ''buy price modifier = 60%*(100%+TPI)''}}.The equivalent formula for the sell price modifier is {{math|1= ''buy price modifier = 140%*(100%-TPI).''}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Social Skill !! TPI !! Sell Price !! Buy Price&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0.0% || {{#expr: 0.6*(100+0)}}% || {{#expr: 1.4*(100-0)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1.5% || {{#expr: 0.6*(100+1.5)}}% || {{#expr: 1.4*(100-1.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3.0% || {{#expr: 0.6*(100+3)}}% || {{#expr: 1.4*(100-3)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4.5% || {{#expr: 0.6*(100+4.5)}}% || {{#expr: 1.4*(100-4.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6.0% || {{#expr: 0.6*(100+6)}}% || {{#expr: 1.4*(100-6)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7.5% || {{#expr: 0.6*(100+7.5)}}% || {{#expr: 1.4*(100-7.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 9.0% || {{#expr: 0.6*(100+9)}}% || {{#expr: 1.4*(100-9)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 10.5% || {{#expr: 0.6*(100+10.5)}}% || {{#expr: 1.4*(100-10.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 12.0% || {{#expr: 0.6*(100+12)}}% || {{#expr: 1.4*(100-12)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 13.5% || {{#expr: 0.6*(100+13.5)}}% || {{#expr: 1.4*(100-13.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 15.0% || {{#expr: 0.6*(100+15)}}% || {{#expr: 1.4*(100-15)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 16.5% || {{#expr: 0.6*(100+16.5)}}% || {{#expr: 1.4*(100-16.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 18.0% || {{#expr: 0.6*(100+18)}}% || {{#expr: 1.4*(100-18)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 19.5% || {{#expr: 0.6*(100+19.5)}}% || {{#expr: 1.4*(100-19.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 21.0% || {{#expr: 0.6*(100+21)}}% || {{#expr: 1.4*(100-21)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 22.5% || {{#expr: 0.6*(100+22.5)}}% || {{#expr: 1.4*(100-22.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 24.0% || {{#expr: 0.6*(100+24)}}% || {{#expr: 1.4*(100-24)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 25.5% || {{#expr: 0.6*(100+25.5)}}% || {{#expr: 1.4*(100-25.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 27.0% || {{#expr: 0.6*(100+27)}}% || {{#expr: 1.4*(100-27)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 28.5% || {{#expr: 0.6*(100+28.5)}}% || {{#expr: 1.4*(100-28.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 30.0% || {{#expr: 0.6*(100+30.0)}}% || {{#expr: 1.4*(100-30.0)}}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to calculate TPI ==&lt;br /&gt;
The TPI is calculated as follow:&lt;br /&gt;
*Base value: 100%&lt;br /&gt;
*[[Skills#Social|Social]][[Skill::Social| ]]: *(Skill level*1.5)%&lt;br /&gt;
*[[Talking]]: if inferior at 95%: *(Talking ability with 90% weight)% | else: *100%&lt;br /&gt;
*[[Hearing]]: if inferor at 80%: *(Hearing ability with 90% weight)% | else: *100%&lt;br /&gt;
*If has a [[psychic reader]]: +(10%*[[psychic sensitivity]])&lt;br /&gt;
*If has [[Mental_inspiration#Inspired_trade|Inspired trade]]: +18%&lt;br /&gt;
*If is colony [[Ideoligion#Leaders|leader]]: +2%&lt;br /&gt;
*If trade with settlement: +2%&lt;br /&gt;
*If relevant precept: +10% (selling only)&lt;br /&gt;
&lt;br /&gt;
To use this calculation, convert the % value of the game by multiplying it by 0.01.&lt;br /&gt;
&lt;br /&gt;
The calculation for TPI is : ([BV]+0.1x[PS]) x ([SL]x1.5) x (1x(0.1+0.9x([T]/0.95)) x (1x(0.1+0.9x[H]/0.8) + [IT] + [L] + [TS] + [P]&lt;br /&gt;
&lt;br /&gt;
Multiply by 100 if the value is wanted in %.&lt;br /&gt;
&lt;br /&gt;
The TPI is capped at 39.50% and can only be exceeded if trading with a settlement and/or having relevant precept and selling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Variable || BV || PS || SL || T || H || IT || L || TS || P&lt;br /&gt;
|-&lt;br /&gt;
| Meaning || Base Value || Psychic Sensitivity || Social Level || Talking Ability || Hearing Ability || Inspired Trade || Leader || Trade with Settlement || Precept&lt;br /&gt;
|-&lt;br /&gt;
| Used If || Always || Has psychic reader else 0 || Always || Has T&amp;lt;95% else 0.95 || Has H&amp;lt;80% else 0.8 || Has inspired trade || Is leader || Is trading with settlement || Has relevant precept and is selling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade Price Improvement Milestones ==&lt;br /&gt;
The list below shows the milestones of TPI: &lt;br /&gt;
*The minimum TPI a pawn can have is 0%.&lt;br /&gt;
*A TPI of 30% is the maximum value you can reach using only the [[Skills#Social|Social skill]][[Skill::Social| ]].&lt;br /&gt;
*A TPI of 39.50% is the maximum value you can reach as it is capped at this value (bearing a few exceptions.)&lt;br /&gt;
*A TPI of 39.50% is reachable with a pawn having a [[Skills#Social|Social]][[Skill::Social| ]] skill of 15 and a [[Mental_inspiration#Inspired_trade|Inspired trade]].&lt;br /&gt;
*A TPI of 40% is the maximum value you should aim for selling stuffs since the game prevents the selling price from being higher than the purchase price, so a higher TPI than 40% means selling for less. (This is the point where the selling price is equal to the buying price, 84% of the market value.)&lt;br /&gt;
*A TPI higher than 100% is useless since the minimum buying price is $0.50.&lt;br /&gt;
&lt;br /&gt;
== Maximizing Trade Price Improvement ==&lt;br /&gt;
The Trade Price Improvement can only be maximize by installing [[Psychic reader]] on your pawn and improving their's [[Psychic Sensitivity]] since you are stuck at 30% with only the [[Skills#Social|Social]] skill.&lt;br /&gt;
&lt;br /&gt;
An easy way to get to 39.5% TPI is to use a pawn with a [[Skills#Burning|burning passion]] for [[Skills#Social|Social]] and the [[Psychically hypersensitive]] trait and give them a [[Psychic reader]].&lt;br /&gt;
*If they are a [[Sanguophages]] or have the relevant [[Genes]] ([[Genes#Deathrest|Deathrest]] and [[Genes#Psy-sensitive|Psy-sensitive)]], you can give them a [[Psychic sensitizer]] and deathrest them with 4 Psychofluid pump to increase their [[Psychic Sensitivity]], reaching 39.5% TPI.&lt;br /&gt;
*If they don't have the relevant [[Genes]], you may instead give them a [[Psychic sensitizer]] and a combination of [[Eltex]] apparels and gears to reach a [[Psychic Sensitivity]] of 317% or above to reach 39.5% TPI. You may also assign this pawn as your [[Ideology_(DLC)#Social_roles|leader]] in order not to require as many [[Eltex]] gears.Colony leader requires [[Psychic Sensitivity]] of 250% to reach 39.5% TPI. &lt;br /&gt;
&lt;br /&gt;
Getting a TPI of 39.5% with a [[Skills#Social|Social]] skill lower than 20 and no relevant [[Genes]], is really difficult, as example a pawn with a [[Skills#Social|Social]] skill of 18 need the [[Ideology_(DLC)#Social_roles|leader role]], the [[Psychically hypersensitive]] trait, the implants [[Psychic sensitizer]] and [[Psychic reader]], a Legendary [[Eltex staff]], [[Eltex skullcap]], [[Eltex robe]], [[Eltex vest]] and [[Eltex shirt]] to reach 39.5% TPI.&lt;br /&gt;
&lt;br /&gt;
'''''{{Check Tag|Outdated|has change with TPI being capped at 39.5%.}}''''' With the [[Ideoligion#Drug use|Drug Use: Essential]] precept or [[Ideoligion#Meme-specific|Ranching: Central]] precept, you can technically sell items at a TPI higher than 40% since there +10% TPI are not counted toward the &amp;quot;selling price not being higher than the buying price&amp;quot; cap. Even if a TPI of 50% is unreachable because maths, a TPI of 47% is achievable and shoud be aim for as it is the new equilibrium between the buying and selling prices. This 47% TPI is achievable by geting a colonist to a TPI of 37%, by using informations of this page, and trading items affected by the precept of your [[Ideoligion]].&lt;br /&gt;
&lt;br /&gt;
If you manage to get a TPI higher than 40% you can literally get everything [[Trade|traders]] have for free. As an example, all [[Trade|traders]] buy [[Insect jelly]], so you can sell it for $6.72 a piece at 40% TPI then buy it back at $6.50 a piece with a TPI of 42%. With TPI now capped at 39.5%, it only work when trading with others faction’s settlement, giving a +2% TPI ingoring the cap, and equipping, removing gears from your trader between exchange.&lt;br /&gt;
&lt;br /&gt;
== Numbers in Trades ==&lt;br /&gt;
When you trade, your TPI in the top left corner is rounded to the nearest integer. To see the real TPI that is used for calculation, check the information tab of the pawn.&lt;br /&gt;
&lt;br /&gt;
When trading, hovering over an item's price will display the modifiers of its value. Even if listed, modifiers like [[Mental inspiration#Inspired trade|Inspired trade]] will not affect the price beyond the 39.50% TPI cap.&lt;br /&gt;
&lt;br /&gt;
The price of items shows went trading in rounded to the nearest integer or the second decimal if the price in lower than $10, but the exact value is use for the total price calculation. For example buying [[Insect jelly]] with a [[Skills#Social|Social]] skill of 0 will show a price of $11 even if the game use the exact price (8*1.4=$11.20) so buying 3 [[Insect jelly]] will cost $34 instead of $33 as the total price of a trade is always rounded to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - spread made much wider, but social skill also has a much greater effect on it.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Trade price improvement from negotiator is now reported on the trade screen.&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ritual_table&amp;diff=169948</id>
		<title>Template:Ritual table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ritual_table&amp;diff=169948"/>
		<updated>2025-09-18T12:43:01Z</updated>

		<summary type="html">&lt;p&gt;Crow: Crosslink to more detail on Gravship page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Image !! Ritual !! Factors !! colspan=&amp;quot;3&amp;quot; |Outcomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | {{Ideology|section=1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral&lt;br /&gt;
| Participant count (10): +70%&amp;lt;br/&amp;gt;Moral guide present: +30% || {{0|0}}5%&amp;lt;br/&amp;gt;15%&amp;lt;br/&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
| Terrible&amp;lt;br/&amp;gt;Lackluster&amp;lt;br/&amp;gt;Good&amp;lt;br/&amp;gt;Heartwarming || &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−3&amp;lt;br /&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+5&amp;lt;br /&amp;gt;+8&amp;lt;/span&amp;gt; || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by '''20%''' by the presence of the moral guide, and only by '''60%''' by a full participant count. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Social festival.png|64px]] || Social festival&lt;br /&gt;
| Participant count (10): +25%&amp;lt;br/&amp;gt;Leader present: +25%&amp;lt;br/&amp;gt;Started at altar: +20%&amp;lt;br/&amp;gt;Lectern used: +20%&amp;lt;br/&amp;gt;Seats for everyone: +20% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
| Terrible&amp;lt;br/&amp;gt;Boring&amp;lt;br/&amp;gt;Fun&amp;lt;br/&amp;gt;Unforgettable || &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−3&amp;lt;br /&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+5&amp;lt;br /&amp;gt;+8&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dance party.png|64px]] || Dance party&lt;br /&gt;
| Participant count (10): +30%&amp;lt;br/&amp;gt;Started at lightball: +20%&amp;lt;br/&amp;gt;Active loudspeakers (6): +30%&amp;lt;br/&amp;gt;Room Impressiveness (120): +20% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
| Terrible&amp;lt;br/&amp;gt;Boring&amp;lt;br/&amp;gt;Fun&amp;lt;br/&amp;gt;Unforgettable || &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−3&amp;lt;br /&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+8&amp;lt;br /&amp;gt;+16&amp;lt;/span&amp;gt; || If the party is fun or unforgettable, there is a 90% chance that all participants will get &amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+20%&amp;lt;/span&amp;gt; [[Global Work Speed]] for 24h. Only available to non-tribals. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Drum party.png|64px]] || Drum party&lt;br /&gt;
| Participant count (10): +30%&amp;lt;br/&amp;gt;Started at campfire: 20%&amp;lt;br/&amp;gt;Drums (6): +30%&amp;lt;br/&amp;gt;Room Impressiveness (120): +20% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
| Terrible&amp;lt;br/&amp;gt;Boring&amp;lt;br/&amp;gt;Fun&amp;lt;br/&amp;gt;Unforgettable || &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−3&amp;lt;br /&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+8&amp;lt;br /&amp;gt;+16&amp;lt;/span&amp;gt; || If the party is fun or unforgettable, there is a 90% chance that all participants will get &amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+20%&amp;lt;/span&amp;gt; [[Global Work Speed]] for 24h. Only available to tribals. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival&lt;br /&gt;
| Participant count (10): +100% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
|  Terrible&amp;lt;br /&amp;gt;Unimpressive &amp;lt;br /&amp;gt;Beautiful&amp;lt;br /&amp;gt;Unforgettable||  &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−3&amp;lt;br /&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+6&amp;lt;br /&amp;gt;+10&amp;lt;/span&amp;gt;&lt;br /&gt;
| Each participant makes a skylantern out of {{Icon Small|wood}} 4 [[wood]]. If the festival is '''beautiful''' or '''unforgettable''', there's a 80% chance friendly visitors see them and arrive with a gift.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Christmas tree ritual.png|64px]]&amp;lt;br/&amp;gt;[[File:Symbol burning.png|64px]]&amp;lt;br/&amp;gt;[[File:Smokeleaf circle.png|64px]]&amp;lt;br/&amp;gt;[[File:Cannibal feast.png|64px]] || Christmas tree&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Symbol burning&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Smokeleaf circle&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Cannibal feast&lt;br /&gt;
| Participant count (10): +80%&amp;lt;br/&amp;gt;Room Impressiveness (120): +20% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
| Terrible&amp;lt;br/&amp;gt;Boring&amp;lt;br/&amp;gt;Fun&amp;lt;br/&amp;gt;Unforgettable || &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−3&amp;lt;br /&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+5&amp;lt;br /&amp;gt;+8&amp;lt;/span&amp;gt; || Destroys the ritual target. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification&lt;br /&gt;
| Participant count (10): +25%&amp;lt;br/&amp;gt;Moral guide present: +20%&amp;lt;br/&amp;gt;Started at altar: +20%&amp;lt;br/&amp;gt;Lectern used: +15%&amp;lt;br/&amp;gt;Seats for everyone: +20% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
| Terrible&amp;lt;br/&amp;gt;Boring&amp;lt;br/&amp;gt;Satisfying&amp;lt;br/&amp;gt;Spectacular || &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−2&amp;lt;br /&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+1&amp;lt;br /&amp;gt;+3&amp;lt;/span&amp;gt; || Scarifies the subject. &amp;lt;br/&amp;gt;Only available with the [[Ideoligion#Pain is virtue|Pain is Virtue]] meme. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony&lt;br /&gt;
| Participant count (10): +25%&amp;lt;br/&amp;gt;Moral guide present: +20%&amp;lt;br/&amp;gt;Started at altar: +20%&amp;lt;br/&amp;gt;Lectern used: +15%&amp;lt;br/&amp;gt;Seats for everyone: +20% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
| Terrible&amp;lt;br/&amp;gt;Boring&amp;lt;br/&amp;gt;Satisfying&amp;lt;br/&amp;gt;Spectacular || &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−2&amp;lt;br /&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+1&amp;lt;br/&amp;gt;+3&amp;lt;/span&amp;gt; || Blinds the subject. The blinded person may get a [[psylink]] upgrade or unlock a new psychic power. There's a 50% chance for this to happen on a '''Satisfying''' ceremony, while it is guaranteed with a '''Spectacular''' one.&amp;lt;br/&amp;gt;Only available with the [[Ideoligion#Blindsight|Blindsight]] meme. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice&lt;br /&gt;
| Participant count (10): +25%&amp;lt;br/&amp;gt;Moral guide present: +25%&amp;lt;br/&amp;gt;Started at altar: +20%&amp;lt;br/&amp;gt;Lectern used: +15%&amp;lt;br/&amp;gt;Seats for everyone: +15% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
| Terrible&amp;lt;br/&amp;gt;Boring&amp;lt;br/&amp;gt;Satisfying&amp;lt;br/&amp;gt;Spectacular || &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−3&amp;lt;br /&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+5&amp;lt;br /&amp;gt;+8&amp;lt;/span&amp;gt; || If the sacrifice is '''satisfying / spectacular''', there is a '''5% / 10%''' chance that a random participant gains an [[inspiration]].&amp;lt;br/&amp;gt;Only available with the [[Ideoligion#Human Primacy|Human Primacy]] meme.  &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual prisoner sacrifice.png|64px]] || Prisoner sacrifice&lt;br /&gt;
| Participant count (10): +25%&amp;lt;br/&amp;gt;Moral guide present: +25%&amp;lt;br/&amp;gt;Started at altar: +20%&amp;lt;br/&amp;gt;Lectern used: +15%&amp;lt;br/&amp;gt;Seats for everyone: +15% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
| Terrible&amp;lt;br/&amp;gt;Boring&amp;lt;br/&amp;gt;Satisfying&amp;lt;br/&amp;gt;Spectacular || &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−3&amp;lt;br /&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+5&amp;lt;br /&amp;gt;+8&amp;lt;/span&amp;gt; || If the sacrifice is '''satisfying / spectacular''', there is a '''5% / 10%''' chance that a random participant gains an [[inspiration]].&amp;lt;br/&amp;gt;Only available with the [[Ideoligion#Pain is virtue|Pain is Virtue]] and [[Ideoligion#Cannibal|Cannibal]] memes. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel&lt;br /&gt;
| Participant count (10): +20%&amp;lt;br/&amp;gt;Leader present: +20%&amp;lt;br/&amp;gt;Duelist dies: +100%&amp;lt;br/&amp;gt;Weapon used: +60% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
| Terrible&amp;lt;br/&amp;gt;Boring&amp;lt;br/&amp;gt;Good&amp;lt;br/&amp;gt;Unforgettable || &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−3&amp;lt;br /&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+5&amp;lt;br /&amp;gt;+8&amp;lt;/span&amp;gt; || The two necessary escorts count towards the participant count. The duellists must be [[Incapable|capable]] of violence. All participants receive the mood effect from ritual quality, which last for 6 days and stack up to 3 times.&amp;lt;br/&amp;gt;On a '''Good''' Ritual outcome, all pawns gain 1000 melee experience and fill 25% of their recreation bars, while Duellist gain an additional 2500 melee experience. On a '''Unforgettable''' outcome, the participant pawns receive twice as much.&amp;lt;br/&amp;gt;Only available with the [[Ideoligion#Pain is virtue|Pain is Virtue]], [[Ideoligion#Cannibal|Cannibal]], [[Ideoligion#Supremacist|Supremacist]], or [[Ideoligion#Raider|Raider]] memes. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual public execution.png|64px]] || Prisoner execution&lt;br /&gt;
| Participant count (10): +80%&amp;lt;br/&amp;gt;Started at altar: +20% || 15%&amp;lt;br/&amp;gt;65%&amp;lt;br/&amp;gt;20%&amp;lt;br/&amp;gt; || Awkward&amp;lt;br/&amp;gt;Satisfying&amp;lt;br/&amp;gt;Spectacular&amp;lt;br/&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+6&amp;lt;br/&amp;gt;+8&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt; || Participating [[slaves]] are fully suppressed. Can be performed by all ideoligions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader speech&lt;br /&gt;
| Participant count (10): +40%&amp;lt;br/&amp;gt;Leader's Social Impact (150%): +40%&amp;lt;br/&amp;gt;Room impressiveness (120): +20 || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
| Terrible&amp;lt;br/&amp;gt;Uninspiring&amp;lt;br/&amp;gt;Encouraging&amp;lt;br/&amp;gt;Inspirational || &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−8&amp;lt;br /&amp;gt;−4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+5&amp;lt;br/&amp;gt;+8&amp;lt;/span&amp;gt; || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−30&amp;lt;/span&amp;gt; opinion, an uninspiring speech resulting in a &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−15&amp;lt;/span&amp;gt; opinion, an encouraging speech in a &amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+20&amp;lt;/span&amp;gt; opinion, and an inspirational speech in a &amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+40&amp;lt;/span&amp;gt; opinion. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trial.png|64px]] || Trial ||  Participant count (20): +60%&amp;lt;br /&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br /&amp;gt;Defendant's Negotiation Ability * -0.25|| 50%&amp;lt;br /&amp;gt;50%&lt;br /&gt;
| colspan=2 | Exonerated&amp;lt;br /&amp;gt;Convicted || If the defendant is convicted, they are considered guilty for 15 days for the purpose of arrest, banishment, and executions. If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion ritual&lt;br /&gt;
| Participant count (10): +40%&amp;lt;br/&amp;gt;Room impressiveness (120): +20%&amp;lt;br/&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br/&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
| Terrible&amp;lt;br/&amp;gt;Ineffective&amp;lt;br/&amp;gt;Effective&amp;lt;br/&amp;gt;Masterful || {{0|0}}'''0'''&amp;lt;br/&amp;gt;{{0|0}}'''0'''&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+3&amp;lt;br/&amp;gt;+6&amp;lt;/span&amp;gt; || The convertee's certainty is offset by an amount depending on ritual quality: terrible: &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;+20%&amp;lt;/span&amp;gt;; ineffective: &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;+12%&amp;lt;/span&amp;gt;; effective: &amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;−30%&amp;lt;/span&amp;gt;; masterful: &amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;−100%&amp;lt;/span&amp;gt;.&amp;lt;br/&amp;gt; Moral guide must have [[Talking]] above 0%.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tree connection ritual.png|64px]] || Tree connection&lt;br /&gt;
| Participant count (10): +100% || colspan=3 | || The connector will start with 25-45% connection strength, depending on ritual quality. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | {{Royalty|section=1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bestowing ceremony.png|64px]] || Bestowing Ceremony&lt;br /&gt;
| Participant count (17): +60%&amp;lt;br/&amp;gt;Room Impressiveness (170): +40% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br /&amp;gt;20%&lt;br /&gt;
|  Terrible&amp;lt;br /&amp;gt;Unimpressive&amp;lt;br /&amp;gt;Honorable&amp;lt;br /&amp;gt;Grandiose|| &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−3&amp;lt;br /&amp;gt;−1&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+3&amp;lt;br/&amp;gt;+6&amp;lt;/span&amp;gt;&lt;br /&gt;
| Bonus honor based on number of gathered spectators and room impressiveness. The bonus does not depend on outcome. Provides 1 honor above 30% ritual quality, 2 above 60% and 3 above 90% quality.&amp;lt;br/&amp;gt;Requires [[Quests#Noble_Ceremony|New title's ceremony quest]] to start.  &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Speech.png|64px]] || Throne Speech&lt;br /&gt;
| Participant count (10): +40%&amp;lt;br/&amp;gt;Organizer's social impact (150%): +40%&amp;lt;br/&amp;gt;Room Impressiveness (120): +20% || {{0|0}}5%&amp;lt;br /&amp;gt;15%&amp;lt;br /&amp;gt;60%&amp;lt;br/&amp;gt;20%&lt;br /&gt;
|  Terrible&amp;lt;br /&amp;gt;Uninspiring&amp;lt;br /&amp;gt;Encouraging&amp;lt;br /&amp;gt;Inspirational|| &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;−8&amp;lt;br /&amp;gt;−4&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+5&amp;lt;br/&amp;gt;+10&amp;lt;/span&amp;gt;&lt;br /&gt;
| If the speech is inspiring, participants may acquire [[Inspirations]] (5%) and be converted to the speaker ideology (2%).&amp;lt;br/&amp;gt;The speech quality will also affect the listeners' opinions of the speaker in the same way as a leader speech, up to &amp;lt;span style=&amp;quot;color:forestgreen; font-weight:bold&amp;gt;+40&amp;lt;/span&amp;gt; opinion at inspirational.&amp;lt;br/&amp;gt;10 days cooldown on Begin Throne Speech ability.&amp;lt;br/&amp;gt;Expected ritual duration: 2 hours  &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | {{Biotech|section=1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Child birth.png|64px]] || Child birth ||  Loved one present: +5%&amp;lt;br /&amp;gt;Mother's age (peaks at 20-30): +50%&amp;lt;br /&amp;gt;Doctor's medicine skill (20): +25%&amp;lt;br /&amp;gt;Indoors: +5%&amp;lt;br /&amp;gt;Room cleanliness (0.6): +10%&amp;lt;br /&amp;gt;Bed health effects (5): +5%||  2.5%&amp;lt;br/&amp;gt;7.5%&amp;lt;br/&amp;gt;90% || colspan=2 | Stillborn&amp;lt;br /&amp;gt;Sick&amp;lt;br /&amp;gt;Healthy || There is a chance the mother will die during birth: 20% at 0% quality, 5% at 20% quality and 0% above 90% quality. This is independent of the stillbirth chance.&amp;lt;br/&amp;gt;A successful birth gives the mother and father a {{Thought|desc=My baby brings me so much joy. I would move earth and sky for my little one.|label=[name] was born healthy|value=+8|duration=15|stack=1}}, while a stillbirth gives them both a {{Thought|desc=My child died during labor.|label=Stillbirth|value=-15|duration=10|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See [[Reproduction#Quality]] and [[Reproduction#Outcomes]] for details.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | {{Odyssey|section=1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gravship Launch.png|64px]] || Gravship Launch || Pilot's piloting ability (250%): +30%&amp;lt;br&amp;gt;Copilot's piloting ability (250%): +15%&amp;lt;br&amp;gt;Crew Count (5): +10%&amp;lt;br&amp;gt;Small thrusters (4): +4%&amp;lt;br&amp;gt;Large thrusters (6): +18%&amp;lt;br&amp;gt;Pilot subpersona core (2): +30% || 98%&amp;lt;br&amp;gt;2% || colspan=2 | No issues&amp;lt;br&amp;gt;Minor incident || The lower the quality of the launch, the longer the cooldown after landing (8 hours at 100% quality, 10 days at 0% quality) and the higher chance of a minor incident (2% chance at 100% quality, 100% chance at 0% quality). See [[Gravship#Launch_ritual_quality|Gravship page]] for more detail. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Customized table templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Starjack&amp;diff=166767</id>
		<title>Starjack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Starjack&amp;diff=166767"/>
		<updated>2025-08-02T16:35:56Z</updated>

		<summary type="html">&lt;p&gt;Crow: Notes on Starjack gene extraction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Starjack&lt;br /&gt;
| image = Starjack.png&lt;br /&gt;
| description = Engineered for life among the stars, starjack are built to withstand the unforgiving conditions of deep space living. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum. These adaptations make them invaluable for spacewalk repairs and emergency decompression scenarios.&amp;lt;br/&amp;gt;Most starjack spend their lives beyond planetary gravity, leading to lower muscle mass and reduced physical strength compared to baseline humans. However, their resilience in zero-gravity environments makes them essential for maintaining orbital platforms and working aboard long-haul vessels.&amp;lt;br/&amp;gt;As one of humanity's oldest xenotypes, starjack played a crucial role in the colonization of space. They are a common sight on deep-space stations and interstellar ships, where genetic modification is often a more cost-effective solution than upgrading spacecraft to support unaltered human physiology.&lt;br /&gt;
| short description = Engineered for life among the stars, starjack are built to withstand the unforgiving conditions of deep space living. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| can generate as combatant = true&lt;br /&gt;
| factionless generation weight = &lt;br /&gt;
| combat power factor = 1&lt;br /&gt;
| genes = No hair, Facial Ridges, Sheer white skin, Cold tolerant, Heat tolerant, Vacuum resistant, Weak melee damage, Indoor dweller, Great Construction, Poor Melee, Awful Mining, Awful Plants, Awful Animals&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Starjack&lt;br /&gt;
| label = starjack&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Starjack&lt;br /&gt;
}}&lt;br /&gt;
'''Starjack''' are a [[Xenotypes|xenohuman]] breed engineered to be more effective space crew maintenance workers. They are well suited for construction work outside the safety of space stations in the vacuum of space where heat and cold tend to fluctuate. However, due to being more adapted for zero-gravity environments, they make for terrible melee fighters.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Starjack are one of humanity's oldest xenotypes and played a crucial role in the colonization of space. They are commonly seen on deep-space stations and interstellar ships, where genetic modification is cheaper than designing spacecraft that better support the unaltered human physiology,&lt;br /&gt;
&lt;br /&gt;
Starjack are designed for stellar living, thus are able withstand the conditions of deep space. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum. These adaptations make them invaluable for spacewalk repairs and emergency decompression scenarios. Most starjack spend their lives beyond planetary gravity, leading to lower muscle mass and reduced physical strength compared to baseline humans. However, their resilience in zero-gravity environments makes them essential for maintaining orbital platforms and working aboard long-haul vessels.&amp;lt;ref&amp;gt;[[Starjack]] [[xenotype]] description&amp;lt;/ref&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Starjack have a gene complexity of 11[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a {{+|1}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of {{Good|x90%}}.&lt;br /&gt;
&lt;br /&gt;
All starjack have these xenogenes:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MinTemperatureSmallDecrease.png|64|Cold tolerant|Cold tolerant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MaxTemperatureSmallIncrease.png|64|Heat tolerant|Heat tolerant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene VacuumResistance.png|64|Vacuum resistant|Vacuum resistant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene WeakMeleeDamage.png|64|Weak melee damage|Weak melee damage}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene IndoorDweller.png|64|Indoor dweller|Indoor dweller}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Cold tolerant]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Heat tolerant]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Vacuum resistant]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Weak melee damage]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Indoor dweller]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene HairStyleBaldOnly.png|64|No hair|No hair}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FacialRidges.png|64|Facial ridges|Facial ridges}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|FanGene SkinColor White.png|64|Sheer white skin|Sheer white skin}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[No hair]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Facial ridges]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Sheer white skin]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene PoorMelee.png|64|Poor melee|Poor melee}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene GreatConstruction.png|64|Great construction|Great construction}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulMining.png|64|Awful mining|Awful mining}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulPlants.png|64|Awful plants|Awful plants}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulAnimals.png|64|Awful animals|Awful animals}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Poor melee]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Great construction]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful mining]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful plants]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful animals]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Usefulness ===&lt;br /&gt;
&lt;br /&gt;
The Starjack's [[Awful plants]] gene makes them ironically one of the worst-suited [[xenotypes]] for survival in space, as it makes reliably generating food there difficult. This is compounded by the fact they also have the [[Awful animals]] gene, the other skill used in food generation.&lt;br /&gt;
&lt;br /&gt;
The Starjack's [[Vacuum resistant]] gene is less impactful than one might expect. While it does allow the Starjack to reach 100% vacuum resistance with only a helmet, avoiding the heavy speed penalty of wearing a [[vacsuit]], which theoretically makes Starjacks excellent at [[kiting]] enemies in space; clothing with a significant [[Insulation - Cold]] offset is required to prevent hypothermia in space, even with [[Cold tolerant]].&lt;br /&gt;
&lt;br /&gt;
This limits the potential effectiveness of this gene for kiting enemies in space as by the time such insulating clothing can be fabricated, enemies will likely start being equipped with [[marine armor]], which has a significantly lower speed penalty, lowering the comparative speed bonus for not having to wear armor. Kiting is notably a less effective strategy to begin with in space due to having a smaller maximum area of the maps and because the environment often consists of close-quarters buildings or the gravship interior which is less conducive to hit-and-run tactics. Their usefulness in space combat is also further limited by their [[Poor melee]] and [[Weak melee damage]] genes. Given the close-quarters nature of space combat, the cost of being a poor melee fighter is potentially more detrimental for combat in space than it is for combat on the surface.&lt;br /&gt;
&lt;br /&gt;
While [[Great construction]] is generally an incredibly useful gene, it is comparatively less useful in space than on the surface due to gravship components not having minimum construction requirements, compared to surface-only buildings such as the [[geothermal generator] which has a minimum construction skill of 8.&lt;br /&gt;
&lt;br /&gt;
=== Gene extraction ===&lt;br /&gt;
&lt;br /&gt;
Remember that [[xenogerm]]s replace '''all''' xenogenes. If you implant a xenogerm into a starjack, all of their genes will be replaced. This also applies to certain other xenotypes. Don't install unstoppable onto a [[genie]] as part of an elaborate joke, unless you ''want'' to erase their other genes (or are prepared to replace them).&lt;br /&gt;
&lt;br /&gt;
Starjacks are a great source of genes. They are the only xenotype with [[great construction]] gene. They are also a source of [[awful plants]], otherwise obtainable only from rare Highmates and Husars. They also have two other awful genes, which while more common (with default faction settings) are still excellent to have. [[Poor melee] is the only negative melee skill gene that spawns on default xenogerms, and pairs well with [[weak melee damage]]. While temperature, vaccum and indoors genes are generally less useful, Starjacks still have a relatively low amount of rarely used genes and any extraction has odds to immediately be useful to any colony or gravship. &lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideology_Min-Maxing&amp;diff=166766</id>
		<title>Ideology Min-Maxing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideology_Min-Maxing&amp;diff=166766"/>
		<updated>2025-08-02T16:11:21Z</updated>

		<summary type="html">&lt;p&gt;Crow: This is a repeat of what is stated in first bulletpoint and nothing specific to Transhumanist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Recode|reason=Links to the topics being talked about would make this a lot easier to parse without having to duplicate content - the rows precepts and memes and roles can be linked to directly}}&lt;br /&gt;
This is a guide '''purely about the gameplay aspects''' of the [[ideoligion]] system. You can play with ideologies however you want, from nudist cannibals to tunnelers deep underground. It is not necessary to min-max in order to enjoy the game. In order to get the most out of the Ideology expansion, it is recommended to ''not'' follow this guide unless you are doing some sort of difficult challenge run. Updated to 1.4.3555 (Feb. 2023).&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
With that being said, there are two notes about the scope of this guide:&lt;br /&gt;
# This guide is focused around Losing is Fun and 500% threat Losing is Fun. This primarily means that combat, and things that help combat, are given much more importance. (For the sake of sanity, [[wealth]] and [[wealth management]] are largely ignored)&lt;br /&gt;
# Even in a min-max standpoint, there are many different viable memes and meme choices.&lt;br /&gt;
&lt;br /&gt;
[[Ideoligion#Structure|Structures]] (Ideological, Abstract theist, etc.) and [[Ideoligion#Culture|cultures]] (Astropolitan, Corunan, etc.) do not matter. While the former can give access to rituals and styles, none are optimal.&lt;br /&gt;
&lt;br /&gt;
== Fluid vs Static Ideology ==&lt;br /&gt;
Pick fluid if you don't need specific memes immediately. Pick static if you do.&lt;br /&gt;
&lt;br /&gt;
Fluid has the advantage of adapting to a playthrough. You can settle in a mountain tile, live outside for a while, mine out a base, and then swap to Tunneler. If you've stopped using melee once you've built a [[killbox]], then you can create a Ranged weapon preference. Static has the advantage of starting with whatever memes you want in the early game. In particular, Pain is Virtue. Meanwhile, other memes, like the aforementioned Tunneler, can make starting out a bit harder.&lt;br /&gt;
&lt;br /&gt;
Fluid has a massive advantage if a [[sun blocker]]{{RoyaltyIcon}} is ever deployed against you. You can take Combat in Darkness for a huge accuracy buff, and either feed yourself with [[nutrifungus]] or [[sun lamp]]s.&lt;br /&gt;
&lt;br /&gt;
With a fluid ideology, you can delete all your rituals and create 6 new ones every time you reform the ideoligion. With Execution: Respected if Guilty, each guilty prisoner executed (just select &amp;quot;Execute&amp;quot; in the Prisoner tab) is +1 development point. Therefore, the first few reformations can be done relatively quickly.&lt;br /&gt;
&lt;br /&gt;
Fluid ideology allows for [[Ideology_Min-Maxing#Relics|Relic]] farming.&lt;br /&gt;
&lt;br /&gt;
You can have up to 4 Memes simultaneously, whether you use Fluid or Static Ideology. Choose wisely.&lt;br /&gt;
&lt;br /&gt;
== The Big Two (memes) ==&lt;br /&gt;
There are two &amp;quot;main&amp;quot; [[meme]]s that are generally useful to just about any playthrough. These two have large, mostly irreplaceable perks, and their downsides are easily mitigated or nonexistent.&lt;br /&gt;
&lt;br /&gt;
===Supremacist===&lt;br /&gt;
[[File:Supremacist.png|64px]] Supremacist offers 2 main benefits: Corpses: Don't Care, and the Shooting Specialist / Melee Specialist. &lt;br /&gt;
&lt;br /&gt;
The ability to ignore corpses is a pretty valuable mood buff. Seeing corpses is an inevitability, and can really hurt mood during extended periods of combat. Helpful for cannibalism, too. Pain is Virtue, Cannibal, and Raider are the other memes with access to this precept. &lt;br /&gt;
&lt;br /&gt;
Only Supremacist and Raider have access to either combat specialist. Shooting Specialist has all the benefit from [[trigger-happy]], with greater accuracy than [[careful shooter]], with neither trait's downsides -  while stacking with the traits themselves. Marksman command gives all other colonists a substantial reduction in aiming and boost to accuracy. Melee Specialist gives an effective +8 Melee skill, boosted to +16 melee skill and 0.1x pain while under berserk trance. &lt;br /&gt;
&lt;br /&gt;
Even though both combat roles remove the ability for most skilled labor, they can still: clean &amp;amp; haul, tame animals, make art, and research. If you've ever had a dedicated researcher, then they could become a shooter. Most of the time, shooting specialist is preferred over melee:&lt;br /&gt;
# The bonuses to [[Melee Hit Chance|Melee Hit]] and [[Melee Dodge Chance|Dodge Chance]] have diminishing returns as skill increases, reducing its usefulness in the mid and late game, while an [[Aiming time]] reduction is always excellent.&lt;br /&gt;
# Marksman command affects everybody in range, while berserk trance is a self buff. Having 3 Shooting Specialists can provide the marksman command buff to your entire colony all day, every day.&lt;br /&gt;
&lt;br /&gt;
The only major downside of Supremacist is the -50 [[goodwill]] penalty for most factions. However, goodwill can always be bought with money. You can easily create allies by dropping [[human leather]] and [[flake]] using a [[transport pod]]. While Raider gives the same precept choices and roles, both Raiding precepts give a penalty to Global Work Speed, and force you spend time outside your base actually raiding. (Also, you can add the raiding precepts to supremacist and they'd be identical).&lt;br /&gt;
&lt;br /&gt;
If combat isn't an issue to your colony, then Supremacist loses a lot of its appeal.&lt;br /&gt;
&lt;br /&gt;
=== Human Primacy ===&lt;br /&gt;
[[File:Human primacy.png|64px]] Human Primacy gives exclusive access to Production Specialist. The only big negative is that you ''can't'' restrict yourself (and animal bonding).&lt;br /&gt;
&lt;br /&gt;
Production Specialist gives +1 quality to every crafted item, constructed building, and art piece (despite Art not being mentioned in the description). Highly skilled specialists have a very high chance to create Masterwork gear - 27% at skill 14, 50% at skill 20. Production Specialist is the only way to get Legendary items without inspired creativity. With the inspiration and high skill, you are almost guaranteed to make a legendary item. &lt;br /&gt;
&lt;br /&gt;
To put this into perspective:&lt;br /&gt;
* Better weapons - Become that much stronger in combat. Masterwork and Legendary weapons offer large bonuses to DPS, even when compared to Excellent.&lt;br /&gt;
* Better armor and clothing - All colonists protected better, both from damage and the elements. Apparel items last longer before becoming tattered.&lt;br /&gt;
* Better beds - Sleep less. More comfortable throughout the day, happier throughout the day.&lt;br /&gt;
* Better [[poker table]] + [[billiards table]] - Colonists need to recreate for less time.&lt;br /&gt;
The benefits of quality, especially at the highest levels, are of great benefit to every colony. Production specialists are also +50% faster at crafting, from any of the items listed above, to [[drug]] synthesis, to menial &amp;quot;Crafting&amp;quot; tasks like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. &lt;br /&gt;
&lt;br /&gt;
Even though this role prevents dumb labor and most other tasks, they can still do a lot of work, like stonecutting. Higher quality [[duster]]s, [[sculpture]]s, and [[armchair]]s, and faster drugs, are all great ways of making money when needed. At the very least, you can have them sit at a [[research bench]] all day. Higher quality for just about every item is worth 1-2 colonists being unable to do dumb labor.&lt;br /&gt;
&lt;br /&gt;
Human Primacy prevents animal bonding, the only debatable negative of this meme (loss of +5 mood for bonded pets). However, no bonding also means that your colonists won't become upset whenever a bonded animal dies. This can be a positive when raising combat pets, who, through training or tending, are more likely to attach to a colonist and eventually die.&lt;br /&gt;
&lt;br /&gt;
== Notable memes ==&lt;br /&gt;
&lt;br /&gt;
=== Pain is virtue ===&lt;br /&gt;
[[File:Pain is virtue.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Pain is virtue offers 2 main benefits:&lt;br /&gt;
* Pain: Idealized. Injuries are normally unpleasant. A mood buff instead makes it much harder for your pawns to break down during or after combat. &lt;br /&gt;
* Rough living. No penalty for ''Ate without Table'' or ''Slept on the Ground'', making it much easier to handle early game mood. No need for armchairs. No penalty for slept in heat/cold, which normally apply regardless of clothing.&lt;br /&gt;
In addition, you get access to skullspikes and Corpses: Don't Care, if you didn't get them from supremacist. &lt;br /&gt;
&lt;br /&gt;
At 2 main downsides:&lt;br /&gt;
* Scarification. Each scar increases pain by +4%, reducing a pawn's &amp;quot;health&amp;quot; before [[downed|Pain Shock]]. Extreme scarification causes enough pain to reduce Consciousness by -4%, reducing just about everything a colonist can do. The Scarification ritual also takes a ritual slot. This ritual can only be done if a colonist is not scarified enough.&lt;br /&gt;
* No comfort. No +10 mood for luxuriantly comfortable. The +2 mood from [[slab bed]]s helps, but doesn't make up once you can afford to make colonists comfortable.&lt;br /&gt;
&lt;br /&gt;
Overall, this meme is very strong, if only for idealized pain. A colony can quickly descend to madness (i.e., the &amp;quot;death spiral&amp;quot;) when colonists are injured ''and'' moody while the base is destroyed - something that raids tend to do. Even with the best killboxes, an inopportune drop pod can cause serious damage. Rough living is also great in the early game. Meanwhile, minor scarification only gives +4% pain, and gives no Consciousness debuff. Use Scarification: Minor unless you want to challenge yourself. Note that Guilty also gives Pain: Idealized, but is incompatible with supremacist. &lt;br /&gt;
&lt;br /&gt;
Minor scarification gives a net {{+|4}} mood (+3 from mild pain, +1 for scars themselves). More scars give more mood, though at the aforementioned Consciousness penalty. Combined with the +2 slab bed moodlet, and you get {{+|6}} mood all day, as opposed to a maximum of {{+|10}} ''Luxuriantly comfortable'' that decays when not sitting/sleeping. Before you have access to end tables/dressers, good regular beds, and armchairs, this meme is a net positive.&lt;br /&gt;
&lt;br /&gt;
=== Tunneler ===&lt;br /&gt;
[[File:Tunneler.png|64px]]Tunneler is a no-brainer for mountain bases. In general, living in a mountain is incredibly powerful. &lt;br /&gt;
&lt;br /&gt;
The [[overhead mountain]] roof completely blocks both [[mortar shell]]s and [[drop pod]]s from entering - negating 2 of the biggest raid threats (sieges and center drop pods). This comes at the cost of [[infestation]]s... but an infestation is often less dangerous than a drop pod raid with [[doomsday rocket launcher]]s.&lt;br /&gt;
&lt;br /&gt;
In specific, Tunneler gives all pawns the Indoors need, meaning it's amazing when settling on a mountain tile, but a weaker choice outside of one. They enjoy nutrifungus, which can be grown indoors, in temperature-controlled rooms, without the need for a [[sun lamp]]. Tunnelers can create fungal gravel, allowing them to grow said fungus under the mountain without a hassle. Finally, they don't mind cramped spaces.&lt;br /&gt;
&lt;br /&gt;
Tunnelers dislike being outdoors and dislike any crop other than nutrifungus. This makes the early game somewhat harder, as it takes a while to really mine under the mountain. With a fluid ideology, you can start by living in a mountain tile, but outside the mountain. Once you've settled and gain enough development points, you can add this meme, and live happily inside. Fluid ideoligions can also add Mining Specialist, use them to dig out a large base, then switch to another specialist afterwards.&lt;br /&gt;
&lt;br /&gt;
=== High life ===&lt;br /&gt;
[[File:High life.png|64px]]High life forces drugs to be essential. This can be easily mitigated, and this meme gives access to some possibly useful perks.&lt;br /&gt;
&lt;br /&gt;
[[Beer]] is a great way to satisfy the drug itch - it is considered a drug like any other. An adult can drink 1 beer per day without ever getting addicted. In addition to the mood &amp;amp; recreation from the beer itself, High Life gives a +3 moodlet for 0.75 days while avoiding the penalty for ''not'' using drugs. With only 1 drink, beer only gives -2% Manipulation. A beer a day can be combined with [[psychite tea]] every 2 days; tea decreases how much colonists need to rest for no statistical penalty. &lt;br /&gt;
*'''Safe dose intervals listed only apply for adults. People under 18 will need longer intervals.''' (If using the [[Biotech DLC]], you can see relevant intervals for any age if you highlight over the &amp;quot;Safe Dose Interval for Adults&amp;quot; stat in the drug's info screen)&lt;br /&gt;
&lt;br /&gt;
In addition to the drug requirement, you also get significant bonuses to drug synthesis speed, drug plant harvest yield, and drug sell price, as well as Plants Specialist. If you need or want to make money, then high life is one of the best memes for that.&lt;br /&gt;
&lt;br /&gt;
The other big positive is the [[autobong]]. You can create autobong traps, giving every organic raider that passes through -30% Consciousness and a further -10% Moving.&lt;br /&gt;
&lt;br /&gt;
Great synergy with the [[Genes#Drugs|drug dependency]] genes.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Transhumanist ===&lt;br /&gt;
[[File:Transhumanist.png|64px]] Transhumanist is resource-, power-, and time- heavy, but does come with pretty large benefits. Powerful in the late game, and viable to take as an entire-game ideoligion.&lt;br /&gt;
&lt;br /&gt;
Gives access to the [[sleep accelerator]] and [[neural supercharger]], increases [[biosculpter pod]] speed, removes penalty for the [[nutrient paste dispenser]], and gives mood buffs for artificial parts. Also gives research specialist. However, neural superchargers will eventually be demanded, with both accelerators and superchargers consuming lots of power and resources. Eventually, age reversal will also be demanded - every colonist will want to spend an absolute minimum of 2.61 days a year in the biosculpter. With access to [[Anomaly]] content, the Chronophagy Ritual also satisfies the requirement, though there is no mood buff, and a mood malus is inflicted for performing the ritual.&lt;br /&gt;
&lt;br /&gt;
Transhumanist demands for the neural supercharger and artificial body parts start at moderate [[expectations]] (80,000 colony wealth). Demand for age reversal starts at high expectations (180,000 colony wealth). Note that, like with [[body modder]], installing a [[denture]] is an easy implant for any pawn who isn't doing Social or Animal Taming work.&lt;br /&gt;
&lt;br /&gt;
=== Inhuman ===&lt;br /&gt;
[[File:Inhuman.png|64px]] While its flagship Inhumanization precept can be taken by any ideoligion, Inhuman still presents an interesting package.&lt;br /&gt;
&lt;br /&gt;
The Inhumanization precept itself is extremely powerful. It eliminates mood swings from social factors such as unhappy children or deaths in a pawn's family, prevents all sorts of social fight-inducing rivalries, allows use of tainted apparel and mutated body parts without penalty, makes temperature management a non-issue in all but the most extreme biomes, gives strong pain resistance, eliminates beauty and outdoor needs, and gives a massive +8 mood bonus at all times.&lt;br /&gt;
&lt;br /&gt;
Downsides are low-impact. While social-related mood boosts such as happy children are disabled, the elimination of associated penalties more than makes up for it by reducing the potential for serious crises to spiral out of control. The same applies to neutralizing beauty and outdoor moodlets – avoiding penalties from seeing blood splatters (or hiding undeground) during a crisis is more useful than getting a bonus from relaxing in a nice forest or art gallery on a peaceful day. Inhumanization also applies a -12 aptitude adjustment to Animals, Artistic, and Social, but this is easy to play around since pen animal farms are lucrative even with 0-skill handlers, an unskilled Production Specialist can still mass-produce sculptures quite profitably (with occasional high-quality works possible with psycast inspirations), and inhumanized colonists are so unlikely to break that [[Arrest Success Chance]] loses most of its relevance.&lt;br /&gt;
&lt;br /&gt;
For many colonies, inhumanization would be a net positive even without the constant +8 moodlet. The presence of the latter elevates it to an extremely powerful precept that should be considered for every playthrough.&lt;br /&gt;
&lt;br /&gt;
There remains the question of whether to take just the inhumanization precept, or the whole Inhuman meme. The latter option grants access to Corpses: Don't Care and Eating Nutrient Paste: Don't Mind, which normally require Pain is Virtue or Supremacist and Transhumanist respectively, all good memes but not necessarily present in any given playthrough. The only real drawback of the Inhuman meme itself is that Execution must be set to Respected if Guilty, whereas fluid ideoligions might prefer Required for easier development point generation.&lt;br /&gt;
&lt;br /&gt;
== Other memes ==&lt;br /&gt;
A lot of the other memes are low impact, or don't add much that you couldn't add with precepts, or are meant for challenges. This list assumes you adjust precepts as well.&lt;br /&gt;
&lt;br /&gt;
'''Generally good, low impact:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Good filler precepts.&lt;br /&gt;
*'''Collectivist:''' Work Drive: Tripled means that the &amp;quot;work drive&amp;quot; leader ability lasts for 9 days, 3x the time. Useful, but note that using work drive also means not having Combat Command or Leader Speech during the cooldown.&lt;br /&gt;
*'''Proselytizer:''' Makes it easier to convert others to your ideoligion, especially important if you start with only 1 colonist. Each conversion attempt upsets the pawn in question, but with many ideoligions, they'd be more upset not being converted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Good with notable downsides:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Has some benefit... with some downside. Some memes have bigger downsides than others.&lt;br /&gt;
*'''Blindsight:''' Blind means you are less effective at both work and combat. But with only Blinding: Respected, there are no mood penalties for being sighted, just a -8 opinion. There is a large catch - if you take Blindsight, many starting colonists / ritual-induced wanderers ''will be fully blind''. &lt;br /&gt;
** Most of the benefit comes with the [[Royalty DLC]]: the blinding ritual can turn [[bionic eye]]s into [[psycast]] levels, and being blind will increase psychic sensitivity by a net of +80%.{{RoyaltyIcon}} &lt;br /&gt;
*'''Cannibal:''' Can be extremely good if you need to rely on cannibalism, such as in the sea ice biome. Relatively better as difficulty increases, because raids are bigger (i.e., more food). However, there's a mood hit if you don't eat human meat for a while. Cannibalism (Acceptable or Preferred) doesn't require the meme though.&lt;br /&gt;
*'''Guilty:''' Gives access to Pain: Idealized without the full costs of pain is virtue. Charity: Worthwhile only gives -2 mood for not helping quests (but -6 if &amp;quot;travelers betrayed&amp;quot;, even if not by you). Guilty is incompatible with supremacist.&lt;br /&gt;
*'''Individualist:''' Gives access to Diversity of Thought (Highly Appreciated/Exalted) precepts, making it easier to have a multi-ideoligion colony. This allows you to have multiple types of specialist, and lots of different [[ritual]]s, all with separate cooldowns. Incompatible with supremacist.&lt;br /&gt;
**A single ideoligion can receive the full benefit of player customization. For example, most ideoligions would suffer in a Tunneler colony, meaning it's better for the colony to convert them... losing the benefit of diversity of thought. In addition, many factions have forced precepts - pirate ideologies always have Raider, for instance, which is a negative if you don't want to raid. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Not required for their precepts:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Most (if not all) of the benefit of these ideoligions can be replicated by just adding their precepts to another ideoligion.&lt;br /&gt;
*'''Inhuman:''' Taking just the Inhumanization precept is a very strong option, but the whole meme is still worth considering. See [[#Inhuman]].&lt;br /&gt;
*'''Darkness:''' Combat in Darkness and Darklight Preferred can be obtained by any ideoligion - the only benefits from the meme are Mining Specialist and +5 mood for seeing an eclipse. Darkness can be very powerful in the right conditions, but you don't need the meme. See [[#Precepts]] for details.&lt;br /&gt;
*'''Female Supremacy / Male Supremacy:''' Just an opinion buff/malus for genders. Generally a colony won't be all female or all male.&lt;br /&gt;
*'''Loyalist:''' Loyalist doesn't add anything of note, except for the symbol burning ritual, and gives -10 goodwill with every faction. Incompatible with supremacist.&lt;br /&gt;
*'''Nature Primacy:''' While nature primacy's associated precepts all restrict your options (with 0 upside), you don't actually ''need'' to keep any nature-preserving precept. Therefore, a min-maxed nature primacy just gives you Plants Specialist. Incompatible with human primacy.&lt;br /&gt;
*'''Nudist:''' No armor means that pawns are liable to severe injury and death. (Plus, you can require nudism without the meme)&lt;br /&gt;
*'''Bloodfeeding:'''{{BiotechIcon}} You can obtain all the bloodfeeding related precepts, including Bloodfeeders: Revered, with a base ideoligion. The only benefit is that starting with Bloodfeeders gives access to the Deathrest research immediately. This also means that Tribal starts with this meme will begin with Electricity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Themed run:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Clear negatives that make it hard to recommend these memes for general purpose.&lt;br /&gt;
*'''Animal Personhood:''' Increased tamed chance and animal specialist can be good if you rely on combat animals. However, you lose out on meat eating and hunting.&lt;br /&gt;
*'''Flesh purity:''' Lost body parts are inevitable: -18 mood for any artificial part is incredibly rough. Absolutely no drugs removes your options with no compensation. Flesh purity gives access to Medical Specialist, but medical is the least required skill. A mid-game colony with regular medicine doesn't need a specialist to handle diseases, reach max surgery success, or tend to injuries. The specialist does give increased tend speed, and a mood buff for being tended. While this is a positive, it is limited in application.&lt;br /&gt;
*'''Raider:''' Raiding precepts give a -8% / -16% to global work speed, making colonists less effective at almost everything. Raiding can give a strong mood buff, but gives a strong mood penalty if you can't raid. Plus, each raid will force colonists out of your colony for a few days. As mentioned, supremacist gives access to everything raider has.&lt;br /&gt;
*'''Rancher:''' Mood hit for sowing non-hay plants (min: Low expectations), but makes it easier to tame animals, and gives access to Animals Specialist. Plants are more consistent than animals&lt;br /&gt;
*'''Tree Connection:''' Wood is valuable at many stages of the game, and cutting down trees is often the easiest way to get wood. If/when you don't need to cut down trees, then the Amazing Tree and lots of trees mood buffs can be a net positive. Gauranlen tree connection is notable, but pruning still takes lots of time away from colonists. It is rarely worth it because it is ''so'' much time. Possibly good with Fluid Ideology once you are wood independent.  Can be useful, if a bit gamey, to give to a hostile faction so any pawns you capture and enslave from them will have boosted pruning speed.&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
Of the precepts that are not exclusive to memes...&lt;br /&gt;
&lt;br /&gt;
'''Precepts present in (and adjustable in) the base ideoligion:'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 12%&amp;quot; | Precept !! Reason&lt;br /&gt;
|-&lt;br /&gt;
|'''Execution:&amp;lt;br&amp;gt;Respected if Guilty''' &lt;br /&gt;
||Superior to Execution: Don't Care; gain mood for guilty execution with no downside. In addition, prisoner execution is one of the easiest ways for fluid ideoligions to gain development points (you don't need to do the execution ritual, just select execute on the prisoner tab). &lt;br /&gt;
&lt;br /&gt;
Execution: Required just gives +3 mood for 2 days for any execution, but gives -3 if you don't execute anyone in 30 days.&lt;br /&gt;
|-&lt;br /&gt;
|'''Diversity of Thought:&amp;lt;br&amp;gt;(Any)'''&lt;br /&gt;
|| Higher levels of bigotry give an increasing mood buff. Intense bigotry is a free +3 mood at the start of the game, with another +5 for being near a 2x2 [[table]] or anything else with a style. However, you are forced to convert everybody you want to recruit.  Bigotry is relatively better at the start of the game, and also good with some of the more exotic ideoligions - cannibals won't be very compatible with everybody else, for instance.&lt;br /&gt;
&lt;br /&gt;
Neutral / appreciated diversity gives you more leeway before conversion. Multiple ideoligions gives access to many different rituals, and possibly different specialists, too.&lt;br /&gt;
|-&lt;br /&gt;
|'''Cannibalism: Acceptable''' (or higher)&lt;br /&gt;
||Not allowing cannibalism reduces your options with no benefit. [[Human leather]] is quite valuable, while [[human meat]] can be used for [[chemfuel]], [[fine meal]]s, etc.&lt;br /&gt;
&lt;br /&gt;
Cannibalism: Preferred only gives a -2 mood penalty after not cannibalizing for a certain amount of time. Both Required precepts mean having to eat human meat every day, which requires enough human meat, to eat every day. If you have large enough raids, then the stronger cannibal precepts are easier to use.&lt;br /&gt;
|-&lt;br /&gt;
|'''Slavery: Acceptable'''&amp;lt;br&amp;gt;(possibly Honorable)&lt;br /&gt;
||Not allowing slavery reduces your options with no benefit. Even if you don't use slaves proper, it gives a negative moodlet for selling prisoners (to the [[empire]]{{RoyaltyIcon}}; organ harvesting is just better for profit).&lt;br /&gt;
&lt;br /&gt;
Slavery itself is not very appealing - the lowered [[Global Work Speed]], the inability to hold a weapon without increasing rebellion by 4x, slave rebellion in general, and high relative [[raid points]], makes Slavery: Honorable's requirement sub-optimal. In the late game, it is possible to keep slaves with their legs cut off solely for the purposes of a +10 mood buff.&lt;br /&gt;
|-&lt;br /&gt;
|'''Male Spouses: (Any)'''&lt;br /&gt;
||As female spouses. &lt;br /&gt;
&lt;br /&gt;
Polygamy means better mood for every relationship a pawn has, and less rebuffs overall, but rapid penalties if and when anyone dies. Allowing the entire colony to gain +20 for each wedding is a plus, but only 2 pawns can share a [[double bed]] at a time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Female Spouses: (Any)'''&lt;br /&gt;
||As male spouses. &lt;br /&gt;
&lt;br /&gt;
Polygamy means better mood for every relationship a pawn has, and less rebuffs overall, but rapid penalties if and when anyone dies. Allowing the entire colony to gain +20 for each wedding is a plus, but only 2 pawns can share a [[double bed]] at a time.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The following precepts allow for more options or greater stats, at 0 downside or opportunity cost:&lt;br /&gt;
*'''Organ Use: Acceptable'''&lt;br /&gt;
*'''Male Clothing: No Rules''' | '''Female Clothing: No Rules'''&lt;br /&gt;
*'''Insect Meat: Loved'''&lt;br /&gt;
*'''Skullspike: Desired'''&lt;br /&gt;
*'''Physical Love: Free and Approved'''&lt;br /&gt;
*'''Research: Very Fast''' - Note this doesn't just affect [[research]]ing but also scanning speed with the [[ground-penetrating scanner]] and [[Long-range mineral scanner]].&lt;br /&gt;
*'''Void study: Efficient''' - &amp;quot;Void study: Very efficient&amp;quot; would require Ritualist, what would in turn require Research: Slow - what is unacceptable. &amp;quot;Void study: Efficient&amp;quot; is benefits for free.&lt;br /&gt;
*'''Inhumanizing: Required''' - [[Inhumanized]] is very beneficial; the only minuses, are debuff to Animals/Artist/Social, and mood debuff if pawn isn't [[Inhumanized]] yet.&lt;br /&gt;
&lt;br /&gt;
'''Optional precepts:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 12%&amp;quot; |Precept !! Reason&lt;br /&gt;
|-&lt;br /&gt;
|'''Apostasy: Abhorrent'''&lt;br /&gt;
||Makes it harder to convert away from your ideoligion. Presumably you want to play with your ideoligion, right?&lt;br /&gt;
|-&lt;br /&gt;
|'''Combat in Darkness:&amp;lt;br&amp;gt;Darklight Preferred:'''&amp;lt;br&amp;gt;Take if in darkness&lt;br /&gt;
||Both precepts can be incredibly good in the right setup. Combat is a ''very'' large accuracy buff.  The +25% shooting accuracy is ''added'' (not multiplied) after all other accuracy factors are met, turning a &amp;quot;true&amp;quot; 28% shot to a 53% shot, and so on. Darklight is +4 mood with a darklight, while negating work/movement/mood penalties in regular darkness. Tunneler ideoligions can live underground and in darklight indefinitely. However, in the light, you will be less accurate and have a mood debuff.&lt;br /&gt;
&lt;br /&gt;
Incredibly powerful with a fluid ideology and [[sun blocker]].{{RoyaltyIcon}} Sunblockers will create complete darkness, and off-map sun blockers will persist until you actively go out and destroy it. Add both precepts to your fluid ideology, and you can take full advantage of the darkness. [[Nutrifungus]]' -3 moodlet can be taken for +4 for preferred darklight and the massive accuracy buff. Alternatively, a [[sun lamp]] can grow regular crops. Tunnelers actively enjoy eating fungus.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' For the combat precept: if the sun is out and the area is considered &amp;quot;outside&amp;quot;, then it does count as &amp;quot;lit&amp;quot; for combat, no matter how bright/dark the area is. Darklights are counted as &amp;quot;dark&amp;quot; for combat purposes. Finally, the combat precept only checks if the ''target'' is in light, and not the shooter.&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Modification: None or Approved'''&lt;br /&gt;
|| Both negative body modification precepts restrict your options with no benefit.&lt;br /&gt;
&lt;br /&gt;
For Modification: Approved - like with the body modder trait, you can install a [[denture]] on any non-Social pawn at very little downside, to avoid the no part penalty. You will still need medicine and a decent surgeon to do so, however. This precept only applies from Moderate expectations or higher.&lt;br /&gt;
|-&lt;br /&gt;
|'''Trees: No Precept'''&amp;lt;br&amp;gt;Desired (late-game)&lt;br /&gt;
|| Wood is usually a very useful resource, and cutting down trees is the best way to do so.&lt;br /&gt;
&lt;br /&gt;
Trees: Desired could see use in a late game, fluid ideoligion, where you simply don't need wood anymore.&lt;br /&gt;
|-&lt;br /&gt;
|'''Raiding: No Precept'''&lt;br /&gt;
||  Raiding is difficult, going out to raid is difficult, hauling stuff from camps takes quite a few [[pack animal]]s. This is before considering the -8% / -16% Global Work Speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 12%&amp;quot; |Precept !! Reason&lt;br /&gt;
|-&lt;br /&gt;
|'''Growth Vats: No Precept'''{{BiotechIcon}} &amp;lt;br&amp;gt;(Usually)&lt;br /&gt;
||The usual strategy is to [[growth vat]] from embryo to 3 years, then (optionally) from 13 to 18. Naturally raising children from 3-13 results in very powerful pawns, and the growth vat speeds everything else up.&lt;br /&gt;
&lt;br /&gt;
Vats: Essential only applies when a child can believe in the ideoligion, e.g., when they are 3 or older. Thus, this precept demands full vat growth  - children grown this way have 0 passions, few skills, and 3 random traits. Faster kid growth speed could be useful late game, as the power of [[xenogerm]] editing makes up for reduced pawn quality.&lt;br /&gt;
&lt;br /&gt;
Vats: Prohibited makes children grow slower - 45 days slower for the entire embryo to 3 process - for a +1 mood buff just to the parent.&lt;br /&gt;
|-&lt;br /&gt;
|'''Child Labor: Encouraged'''{{BiotechIcon}}&lt;br /&gt;
||Both child labor precepts only check if the child is scheduled to work/recreation in the [[Schedule]] tab. A regular child set to anything will default to Recreation (Learning), then do whatever work they are assigned.  With Child Labor: Encouraged, children work, then do recreation. In both cases, children can work/learn after they're done, without triggering the negatives of the precept.&lt;br /&gt;
&lt;br /&gt;
Child Labor: Disapproved is a worse precept due to the increase in Learning. Children will gain skill XP while ''Lesson Learning'' or ''Work Watching'', but will immediately stop either task once Learning is at 100%. Increasing Learning rate decreases skill XP. &lt;br /&gt;
&lt;br /&gt;
As children can easily learn to maximum Growth Tier without a precept boosting it, Child Labor: Encouraged is better than none, due to the increase in work speed. This precept may require some micromanagement in order to reach max growth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodfeeders: (Any)'''{{BiotechIcon}}&lt;br /&gt;
||Bloodfeeders: Revered is great if you start with a bloodfeeder. &lt;br /&gt;
&lt;br /&gt;
Otherwise, [[Sanguophage]] quests can take a long while to appear. If you plan to just use bloodfeeders for their 6 organs, then Reviled gives another +5 moodlet for doing so. However, Sanguophage implantations can be incredibly useful, preventing death while curing scars / health problems without the risks of [[luciferium]], at the cost of keeping a few legless [[prisoner]]s fed. No precept is a useful middle ground.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mechanoid labor: ?'''{{BiotechIcon}}&lt;br /&gt;
||With a solo [[mechanitor]], this precept is (eventually) a no brainer. However, there are a few tasks, like smithing gear, deep drilling, or research, that are colony-limiting, and that mechs cannot do for you. Even in a mechanitor playthrough, you'll need a way to get steel / plasteel / components early game, and [[tunneler]]s are only unlocked after defeating a [[diabolus]].&lt;br /&gt;
&lt;br /&gt;
Note: Because almost every mech starts with only 50% [[Global Work Speed]], adding +20% to raw GWS means that the work boost is actually greater than 20%. On an otherwise unboosted mech, 50% GWS turns into 70% GWS, which is a ''40%'' increase.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Adding the '''Slaughtering Animals''', '''Autonomous Weapons''', '''Drug Use''' (except Essential), '''Cutting Trees''', '''Killing Innocent Animals''', '''Meat Eating''' (both carnivore and vegetarian), and '''Mining''' precepts all restrict you with no upside.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
As mentioned in the memes section, Shooting Specialist and Production Specialist are the best combat-related roles. Shooting Specialist is +4 Shooting Skill and -40% Aiming Time for the entire colony through Marksman Command, not to mention all the benefits to the user. Production Specialist is +1 quality on every item they make, including weapons. If you have to pick only one: Production Specialist is better when [[wealth]] isn't an issue, or if combat isn't your main focus at all. Shooting Specialist is better for low wealth and when combat is important. For more details, see the [[#The Big Two (memes)]] section.&lt;br /&gt;
&lt;br /&gt;
Other specialists can be useful, especially in a Fluid ideoligion, where you can switch specialists as needed. Mining Specialist can be great in a Tunneler colony, then it can be swapped for Shooting Specialist once you have both 1. dug out your base, and 2. got some pawns that can afford to become shooting specialists.&lt;br /&gt;
&lt;br /&gt;
Note that you can have infinitely many specialists in a colony (e.g. multiple shooting specialists at once), but only 2 ''types'' of specialist. Also, remove any required apparel for each role - it comes with no benefit.&lt;br /&gt;
&lt;br /&gt;
== Style ==&lt;br /&gt;
If Diversity of Thought is neutral or any form of bigoted, then any combination of Techist, Totemic, and Rustic is the optimal style.&lt;br /&gt;
* Techist gives you access to styled [[autodoor]]s and [[shelf|shelves]], being the only style to do so. It also provides [[hex tile]], a research-less, nonflammable [[fine floor]]{{RoyaltyIcon}} made out of [[steel]], though it shares this advantage with Spikecore.&lt;br /&gt;
* Totemic gives styles to every building that techist does not have a style for. It also gives access to [[totemic slab (medium)]], a wood-based way to get style on the floor, and [[totemic boards]], a research-less but flammable [[fine floor]]{{RoyaltyIcon}} made out of wood.&lt;br /&gt;
* Rustic gives [[Rustic rug (medium)]], which is a [[cloth]]-based way to get style. Inferior to totemic slabs if wood is available, but still an optimal style to pick.&lt;br /&gt;
&lt;br /&gt;
If Diversity of Thought is Appreciated or Exalted, then give other factions these styles.&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
Firstly, set all the rituals you can to &amp;quot;Any Time&amp;quot;, rather than set date. Any Time rituals have a cooldown of 20 days (and can be done before then, at a quality penalty). Date rituals can only be done once every 60 days.&lt;br /&gt;
&lt;br /&gt;
There are 3 generally viable rituals that you can do any time:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Quality !! Consumed !! Misc&lt;br /&gt;
|-&lt;br /&gt;
|Social festival	&lt;br /&gt;
|| &lt;br /&gt;
* [[Leader]] present &lt;br /&gt;
* Altar / ideogram (variable)&lt;br /&gt;
* [[Lectern]] (x50 wall material)&lt;br /&gt;
* Enough ritual seating (any [[stuff]], variable)&lt;br /&gt;
|| None&lt;br /&gt;
||Trains Social&lt;br /&gt;
|-&lt;br /&gt;
|Drum Festival&lt;br /&gt;
|| &lt;br /&gt;
*Lit [[campfire]]&lt;br /&gt;
*[[Drum]]s (fabric/leather + wood)&lt;br /&gt;
**50% of people, rounded up, will play a drum.&lt;br /&gt;
**Only drums being played count.&lt;br /&gt;
1 drum mandatory.&amp;lt;br&amp;gt;Only available if ideo is created as a tribal colony&lt;br /&gt;
|| None&lt;br /&gt;
|| May give +20%&amp;lt;br&amp;gt;[[Global Work Speed]] (24h)&lt;br /&gt;
&lt;br /&gt;
Highest mood bonus of any ritual&amp;lt;br&amp;gt;(tied with Dance Party)&lt;br /&gt;
|-&lt;br /&gt;
|Skylantern festival&lt;br /&gt;
|| &lt;br /&gt;
* No buildings&lt;br /&gt;
|| x4 [[wood]] / person&lt;br /&gt;
||Attracts visitors&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Other rituals:'''&lt;br /&gt;
* Dance Party is like Drum Festival, tied for highest mood bonuses, but with more expensive equipment, but pawns don't have to actually play a loudspeaker. Drum Festival is usually the preferred option, as it uses cheaper instruments. If not starting as a tribe, you can create your ideoligion with a Tribal start, save it, then load it with your desired scenario.&lt;br /&gt;
* Most rituals that consume items are... costly. [[Christmas tree]]s cost steel and wood. All the other sacrifice (building) require a set ideoligion. Generally, social festival / drum party can reach similar qualities but don't consume anything. &lt;br /&gt;
** Animal Sacrifice requires Human Primacy, is worse than social festival, but gives a chance for [[inspiration]]s. Good if you have animals, bad if you don't.&lt;br /&gt;
* Gladiator duel requires 2 prisoners or slaves that can walk, which is constraining in it of itself.&lt;br /&gt;
* Funerals cannot be done at any time.&lt;br /&gt;
All rituals receive innate quality based on your colony's [[expectations]], and the amount of people present.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
One of the best rewards is Random Recruit. This is an easy way to get colonists, without having to convert them first, and without abiding by the storyteller's &amp;quot;population intent&amp;quot;. While the wanderer will be entirely random, if you don't want them, then just kill them. As long as colonists don't see the death, all they'll get is {{--|3}} ''Colonist Died''. This is easily counteracted by the ritual. Both violent [[downing]] and death will impact your [[Raid points#Adaption factor|adaptation factor]], reducing the size of raids. Banishment also gives -3 mood, but does not cause adaptation, making it inferior.&lt;br /&gt;
&lt;br /&gt;
* [[Psyfocus]] can be good once you get high level [[psycast]]ers.{{RoyaltyIcon}} However, it doesn't help you until then. Good in a fluid ideoligion for those word of inspirations and the like.&lt;br /&gt;
* [[Goodwill|Faction goodwill]] can be bought with gifts. But, early game, it can help to call in allies/trade caravans, or to make a faction neutral.&lt;br /&gt;
* Ancient complexes give loot, but you'll have to send colonists to venture out of your colony.&lt;br /&gt;
* The other rewards are locked by memes, and in any case, are either monetary or a [[gauranlen tree]] sprout (the time cost of gauranlen pruning makes the tree not really worth it, even when you get pods for free).&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
[[Pew]] and [[small altar]] / [[ideogram]] tend to be the preferred option. Pews are created with wall materials, so you can create them before [[cotton plant]]s grow / before you get leather. Small altars are the cheapest altar, costing 50 wood/stone/steel. Ideograms cost 50 steel, but do not take up space.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Personal weapon preferences can change a lot depending on playstyle, difficulty, and base layout, so here are some notes:&lt;br /&gt;
&lt;br /&gt;
*'''Ranged / Melee''' - Ideally take neither, unless you want to add some challenge. Both ranged and melee have a role for the entire game. Either is viable if you do want that challenge, but pro-ranged is a much easier option. In the late game, when you have [[killbox]]es and enough firepower, Ranged only is entirely viable.&lt;br /&gt;
* '''Long shots / Short shots''' - In a mountain base, Short Shots is clearly preferred. Sieges are nowhere near the same threat level, negating one of the better niches of the Long Shots. Meanwhile,  [[chain shotgun]]s and the like are very useful against [[infestation]]s. Overall, &amp;quot;Long Shots&amp;quot; only covers 2 weapons. They both are useful, but niche outside of kiting builds.&lt;br /&gt;
* '''Melee piercer / Melee blunt''' - It is very easy to rely on one side of melee or the other, unless you get lucky with [[persona weapons]]{{RoyaltyIcon}}.&lt;br /&gt;
* '''Ranged Heavy / Ranged light''' - The only lategame weapon included in ranged light is the [[charge rifle]]. A notable weapon, sure, but there are many heavy weapons you can rely on for the majority of the game.&lt;br /&gt;
* '''Neolithic / Ultratech''' - The top tier craftable melee weapons, maces and longswords, are medieval and so you aren't benefited by or penalized for their no matter which you pick. However, there are no ultratech weapons without the [[Royalty DLC]]. If you have Royalty, take ultratech unless you're doing a slow tribal start, and even then swap to ultratech if you're using a fluid ideology as every melee pawn should be armed with one by the mid-game. If you don't have Royalty, neolithic helps with a Tribal / Naked Brutality early game and has no other impact.&lt;br /&gt;
&lt;br /&gt;
With fluid ideology, weapon choices become a lot easier. Prefer Neolithic at the start of a Lost Tribe, switch to something else in the lategame. Ranged heavy if you rely on [[Heavy SMG]]s, then Ranged light once you can afford [[charge rifle]]s. You can't change ideologies ''too'' much, but it is a lot more flexible.&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
If you don't have the [[Royalty DLC]], just pick 3 [[charge rifle]]s. Even with this DLC, charge rifles have their merit.&lt;br /&gt;
&lt;br /&gt;
With Royalty, relics give you the only 100% reliable way to get legendary [[persona weapon]]s, while legendary charge rifles can be crafted. [[Persona monosword]]s{{RoyaltyIcon}} are the best melee weapons in the game for pawns without the [[Strong melee damage]] gene,{{BiotechIcon}} with [[persona zeushammer]]s{{RoyaltyIcon}} coming in second and offering some other flexibility with their [[EMP]] damage. With the gene, zeushammers are better against humans regardless of armor, and the monosword is better against high health scale enemies like [[centipede]]s. This is because:&lt;br /&gt;
# [[Damage Types#Blunt|Blunt]] overkill mechanics make sure damage isn't wasted and a legendary zeushammer can one-shot a torso; and&lt;br /&gt;
# High health enemies tend to die from total damage over part destruction, and [[persona monosword]]s have higher base {{DPS}} as well as additional damage from the [[Damage Types#Cut|Cut]] damage type's cleaving ability.&lt;br /&gt;
&lt;br /&gt;
If you picked Ranged Heavy with a static ideoligion, then Minigun / Heavy SMG / Assault Rifle may be preferred.&lt;br /&gt;
&lt;br /&gt;
== Apparel ==&lt;br /&gt;
[[Button-down shirt]]s are the best item in their slot, except for the uncraftable (and less protective) [[eltex shirt]].{{RoyaltyIcon}} Thus, strongly preferred button-down shirts is, more often than not, an entirely free +2 moodlet.&lt;br /&gt;
&lt;br /&gt;
Most of the other apparel will restrict your [[armor]] options. [[Cape]]s{{RoyaltyIcon}} are equivalent to [[duster]]s, but take slightly more work to create. However, if you'd want to get [[marine armor]] in the future, then the cape would get in the way.&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
Venerated animals give positive mood when present in your colony, and minus mood when they are killed.&lt;br /&gt;
&lt;br /&gt;
The best venerated animals are [[pen animals]] with some form of utility. Pen animals won't be targeted by raiders, and can be kept safely in a pen without much hassle from the player.&lt;br /&gt;
[[Horse]]s offer the fastest riding speed for [[caravan]]s. [[Boomalope]] can be milked for [[chemfuel]]. [[Cow]]s, and if your game can handle it, [[chicken]]s, offer renewable sources of animal product.&lt;br /&gt;
&lt;br /&gt;
You don't need to set venerated animals if you don't want to mess with animals. If a venerated animal dies outside (say, to [[toxic fallout]]), then you'll get the mood hit.&lt;br /&gt;
&lt;br /&gt;
== Preferred xenotypes ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Preferred [[xenotype]]s give {{+|2}} mood if ''every colonist'' is one of up to three preferred xenotypes. This turns to a {{--|2}} mood (or higher) if a single colonist is a different type. Prisoners and slaves don't count. Colonists will also have lowered opinion of other xenotypes.&lt;br /&gt;
&lt;br /&gt;
Generally, it isn't a great idea to set preferred xenotypes. If you want to recruit anyone of any other xenotype ever, then all your colonists will get upset. The recruit ritual reward will not force a preferred xenotype onto the wanderer. Player xenotypes can be extremely strong, but they are ''very'' rare to find in the game. Replicating a player-set xenotype using a [[gene assembler]] is incredibly difficult. This creates a clear problem.&lt;br /&gt;
&lt;br /&gt;
However: with Preferred Xenotypes set, you will get a colony-wide {{+|3}} moodlet ''per'' raider kill of a different xenotype, lasting for 10 days, up to 5 times. This is because [[opinion]] is lowered enough for them to be considered &amp;quot;rivals&amp;quot;. Up to +15 mood for every raid every 10 days is on a similar level to [[bloodlust]], and it stacks with bloodlust. Preferred xenotypes also gives an early game buff, before you start recruiting anyone. This buff may be strong enough to negate the {{--|4}} from disliked xenotypes, and {{--|6}} from xenotype self hatred, though note that the social penalty will end up increasing social fights.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it seems like you can't have a [[xenogerm]]-created xenotype become preferred. No fluid ideology cheese there.&lt;br /&gt;
&lt;br /&gt;
=== Xenotype info ===&lt;br /&gt;
With Biotech's default faction selection, Baseliners are more common from [[event]]s, while enemy factions are primarily composed of 5 separate xenotypes. Thus, there are 6 &amp;quot;common&amp;quot; xenotypes - but you can only pick 3. If you select factions closer to Core RimWorld, then baseliners become much more common, but pirates still come with a variety of xenohumans.&lt;br /&gt;
&lt;br /&gt;
Each of the four &amp;quot;artificial&amp;quot; xenotypes, Hussar, Highmate, Genie, and Sanguophage, are rare, but great at their respective role. As mentioned, player-created xenotypes are very rare, but can be extremely powerful. You'd need to rely on [[reproduction]] - and pass up on every good colonist in the meantime. &lt;br /&gt;
&lt;br /&gt;
1 Player xenotype + Baseliner + 1 other can be pretty good, especially with Core Rimworld factions, but this still comes with downsides.&lt;br /&gt;
&lt;br /&gt;
== Other factions ==&lt;br /&gt;
{{stub|section=1|reason=You can give other ideos roles to superscede the limitation on 2 types/ideo. Similarly building servant ideos - e.g. high life for drug production bonuses}}&lt;br /&gt;
If you're playing with the [[Empire]]{{RoyaltyIcon}}, make sure to edit their ideoligion and turn any Drug restrictions off. If you ever want to host a royal, then having access to mood-regulating drugs is incredibly helpful. With [[Biotech DLC]], the Empire also requires hosting [[hussar]]s - with any of the anti-drug precepts, they'll take a mood penalty for ingesting the [[go-juice]] they need to survive.&lt;br /&gt;
&lt;br /&gt;
Min-maxing other's ideoligions is completely unnecessary and time consuming. But regardless, here are some pointers:&lt;br /&gt;
* Make other factions have similar memes to yours,  ''except'' for Supremacist. More goodwill. Supremacist, Loyalist lower goodwill, so should be removed if possible.&lt;br /&gt;
* Give any other valid factions Individualist + Diversity of Thought: Exalted, so that they like being surrounded by a colony consisting of just your ideoligion. Impossible with most factions that start off hostile.&lt;br /&gt;
* If you are not playing a Transhumanist ideoligion, then give every possible faction the Transhumanist meme. This makes it easier for you to construct [[neural supercharger]]s and [[sleep accelerator]]s in the late game, without the [[biosculpter pod#Age reversal|age reversal]] / supercharger / body part requirement that the meme usually comes with.&lt;br /&gt;
* Watch out for preferred apparel. You can give outlander enemies apparel to remove their armor, and you should remove preferred apparel from allies to keep their armor (empire soldiers wearing [[flophat]]s are common).&lt;br /&gt;
** Armor of allies can be slightly buffed, by giving preferred [[Button-down shirt]]s.&lt;br /&gt;
* Any factions you don't want prisoners from can be given Pain is Virtue + Scarification: Extreme, to make them weaker.&lt;br /&gt;
* Add player-created preferred [[xenotype]]s{{BiotechIcon}} to other ideoligions, so that they can randomly appear throughout your game. E.G. add combat-strong [[xenotype]]s{{BiotechIcon}} to allied factions to aid them, and combat-weak [[xenotype]]s{{BiotechIcon}} to enemy factions to weaken them.&lt;br /&gt;
Pirates have a mostly set ideology in terms of memes, so there isn't too much you can do with them.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacstone&amp;diff=166013</id>
		<title>Vacstone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacstone&amp;diff=166013"/>
		<updated>2025-07-23T16:41:58Z</updated>

		<summary type="html">&lt;p&gt;Crow: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=general}}&lt;br /&gt;
{{About|the wall-like, stone structure|the material that items and structures can be made from|Vacstone blocks}}&lt;br /&gt;
{{See also|Smoothed granite}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|Structure&lt;br /&gt;
| name = Vacstone&lt;br /&gt;
| image = Vacstone.png&lt;br /&gt;
| description = Compacted rock and dust harvested from asteroids.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Structure&lt;br /&gt;
| hp = 600&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -2&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Vacstone&lt;br /&gt;
| label = vacstone&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;BuildingNaturalBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| category = Building&lt;br /&gt;
| selectable = true&lt;br /&gt;
| drawerType = MapMeshOnly&lt;br /&gt;
| filthLeaving = Filth_RubbleRock&lt;br /&gt;
| scatterableOnMapGen = false&lt;br /&gt;
| artificialForMeditationPurposes = false&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;RockBase&amp;quot; ParentName=&amp;quot;BuildingNaturalBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| castEdgeShadows = true&lt;br /&gt;
| thingClass = Mineable&lt;br /&gt;
| texPath = Things/Building/Linked/Rock_Atlas&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| linkType = CornerFiller&lt;br /&gt;
| linkFlags = Rock, MapEdge&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
| coversFloor = true&lt;br /&gt;
| neverMultiSelect = true&lt;br /&gt;
| saveCompressible = true&lt;br /&gt;
| holdsRoof = true&lt;br /&gt;
| staticSunShadowHeight = 1.0&lt;br /&gt;
| blockLight = true&lt;br /&gt;
| mineable = true&lt;br /&gt;
| fertility = 0&lt;br /&gt;
| canOverlapZones = false&lt;br /&gt;
| isInert = true&lt;br /&gt;
| isNaturalRock = true&lt;br /&gt;
| canBuildNonEdificesUnder = false&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| supportsWallAttachments = true&lt;br /&gt;
| damageMultipliers = Thump&lt;br /&gt;
| multiplier = 4&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;UglyRockBase&amp;quot; ParentName=&amp;quot;RockBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| mineableYieldWasteable = false&lt;br /&gt;
&amp;lt;!-- ThingDef ParentName=&amp;quot;UglyRockBase&amp;quot; Name=&amp;quot;GraniteBase&amp;quot; --&amp;gt;&lt;br /&gt;
| color = (105,95,97)&lt;br /&gt;
| mineableThing = ChunkVacstone&lt;br /&gt;
| mineableDropChance = 0.25&lt;br /&gt;
| smoothedThing = SmoothedVacstone&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Vacstone''' is a natural structure that can be [[mine]]d to obtain a {{Icon Small|vacstone block}} vacstone {{Icon Small|Stone chunk}} stone chunk. Do note that this is not a guarantee. Vacstone is only found within asteroids in [[orbit]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
'''Vacstone''' tiles have 600 health each, making it the third hardest stone block to mine. Each mined block has ~25% chance base to yield a {{Icon Small|Vacstone block}} vacstone {{Icon Small|Stone chunk}} stone chunk, each of which can be transform into {{Icon Small|Vacstone block}} 20 vacstone blocks.&lt;br /&gt;
&lt;br /&gt;
This tile can also be [[Structure#Smoothed_walls|smoothed]] to create [[Smoothed vacstone]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Vacstone is used to craft advanced gravstructures like lage thrusters, gravlite panels, etc. Therefore the player needs no visit orbit in order to improve their gravship. (It is unknown if vacstone can drop as a meteorite). The fact that vactone is mined in orbit maks some preparation necessary. Vacstonbe can be mined without vacuum protection-suits if done right. For that the player lands with one of the gravships doors on the side of the asteroid and mines a room into the asteroid which is then equipped with oxygen pumps (and heaters if necessary). The player can then gradually mine out the asteroid while beeing protected from vacuum. Exteme caution should be taken as even minor misstakes can kill colonists due to vac-exposure. Mining using vacuumresistant suits is therefore much safer.&lt;br /&gt;
&lt;br /&gt;
The player can additionally consider to simply haul the vacstone chunks on board of the ship and wait with cutting them into blocks until they are back on solid ground. While this method is less space efficient it allows the player to retreat from orbit as soon as possible instead of wating for all chunks to be cut into blocks.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Vacstone.png|Natural vacstone wall&lt;br /&gt;
Smoothed vacstone.png|Smoothed vacstone wall&lt;br /&gt;
Vacstone chunk A.png|Vacstone chunk variant A&lt;br /&gt;
Vacstone chunk B.png|Vacstone chunk variant B&lt;br /&gt;
Vacstone chunk C.png|Vacstone chunk variant C&lt;br /&gt;
Vacstone blocks A.png|Single stack of vacstone blocks&lt;br /&gt;
Vacstone blocks B.png|Stack of multiple vacstone blocks&lt;br /&gt;
Vacstone blocks C.png|Full stack of vacstone blocks &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Natural wall]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacsuit_helmet&amp;diff=165841</id>
		<title>Vacsuit helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacsuit_helmet&amp;diff=165841"/>
		<updated>2025-07-21T14:05:22Z</updated>

		<summary type="html">&lt;p&gt;Crow: add note about temperature insulation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Vacsuit helmet&lt;br /&gt;
| image = VacsuitHelmet.png&lt;br /&gt;
| description = A helmet that efficiently recycles the user's oxygen, allowing them to breathe in the vacuum of space for hours at a time. The process isn't perfectly efficient, so the user must periodically return to a pressurized environment.&lt;br /&gt;
| type = Apparel&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 120&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| work speed stat = General Labor Speed &lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40 &lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2   &lt;br /&gt;
| armorblunt  = 24&lt;br /&gt;
| armorsharp  = 52&lt;br /&gt;
| armorheat  = 66&lt;br /&gt;
| insulationcold = 6&lt;br /&gt;
| insulationheat = 4&lt;br /&gt;
| mass base = 1.5&lt;br /&gt;
| flammability = 0.4&lt;br /&gt;
| lifestage = Child, Adult&lt;br /&gt;
| coverage = Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| has quality = True&lt;br /&gt;
| thingCategories = ArmorHeadgear&lt;br /&gt;
| tradeTags = Armor&lt;br /&gt;
| tags = IndustrialBasic&lt;br /&gt;
| defaultOutfitTags = Spacefarer&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''vacsuit helmet''' is an item of [[apparel]] added by the [[Odyssey DLC]] that provides significant [[vacuum resistance]], for use in the [[vacuum]] of [[Orbit|space]]. It forms a set with the [[vacsuit]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A vacsuit helmets increases the [[vacuum resistance]] of its wearer by {{+|69%}}. [[Quality]] does not affect this resistance.&lt;br /&gt;
&lt;br /&gt;
Vacsuit helmets increase [[Toxic Environment Resistance]] by {{+|80%}}, causing [[rot stink]], and [[Toxic buildup]] from [[tox gas]], [[toxic fallout]], and [[pollution]] to be 20% effective. Separate to its effect on toxic buildup, it also prevents the user from being affected by [[tox gas exposure]].  It does not protect from [[disease]]s nor does it prevent [[toxic buildup]] from attacks such as the [[cobra]]'s bite. [[Quality]] does not affect this resistance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason=Analytical style. Cleanup and Expansion}}&lt;br /&gt;
'''Compares really favorably''' to a steel [[flak helmet]] - you do go from 63% -&amp;gt; 52% sharp, but for ''0 [[plasteel]]'' cost (and otherwise the same recipe), it offers the same [[toxic environment resistance]] and [[tox gas]] immunity as a gas mask, gives the best equippable [[vacuum resistance]], non-trivial amount of heat and cold insulation, and likely most importantly, [[Table_of_Human_Body_Part_Groups|covers]] the entire head. Adding a [[face mask]] would not come close to the same resistances, and sacrifices the eyes, jaw and nose to protect the upper head and [[skull|brain case]] a little better. ''Missing body parts are never hit by attacks'', so it's better to cover as much as possible.    &lt;br /&gt;
&lt;br /&gt;
'''Near complete upgrade''' from [[gas mask]]s or [[simple helmet]]s. Vacuum Resistance, equal (or any!) immunity to tox gas and environmental toxin resistance, and better coverage. A rarer [[plasteel]] simple helmet might be wearable slightly longer{{Check Tag|[Materials]}}, but with only 52% -&amp;gt; 57% sharp resistance, the colonist wearing it probably won't notice the difference (if they can breathe long enough to test it). Even if you don't need the value of an integrated gas mask, [[marine helmet|better]] uses for plasteel exist. For any material option in simple headwear, the vacsuit helmet is a clear choice.&lt;br /&gt;
&lt;br /&gt;
For [[children]]{{BiotechIcon}}, it absolutely mogs the [[Kid helmet]]. Fitting all ages, it also won't fall off if they have a [[Children#Growth moment|growth moment]] in space, giving them at least a short time to get to somewhere oxygenated even as they shed the rest of their outfits and [[kid vacsuit]]s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=154108</id>
		<title>Psyfocus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=154108"/>
		<updated>2024-10-12T10:27:20Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others.&lt;br /&gt;
&lt;br /&gt;
 Void psyfocus - see [[Meditation Psyfocus Bonus]] until this page is updated}}&lt;br /&gt;
{{Quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
'''Psyfocus''' is a medium-term limitor of [[psycast]] usage. Psyfocus can be regenerated by meditating.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psyfocus is a value ranging from 0% to 100%, obtained by any pawn with a [[psylink]]. Every [[psycast]] immediately consumes a certain percentage of psyfocus. All psyfocus costs are the same for every caster, and unlike [[neural heat]], these costs cannot be bypassed. &lt;br /&gt;
&lt;br /&gt;
Higher level psycasts require a minimum amount of psyfocus to be cast, regardless of their psyfocus cost:&lt;br /&gt;
* Level 3-4 psycasts require a minimum of 25% psyfocus&lt;br /&gt;
* Level 5-6 psycasts require a minimum of 50% psyfocus&lt;br /&gt;
&lt;br /&gt;
=== Degradation ===&lt;br /&gt;
In addition to spending it to use psycasts, psyfocus naturally falls a certain amount per day. The amount depends on current psyfocus:&lt;br /&gt;
* Below 25% psyfocus, the psyfocus falls at 3.5% per day,&lt;br /&gt;
* Between 25 and 50%, it falls at 5.5% per day&lt;br /&gt;
* Above 50%, it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
== Meditation ==&lt;br /&gt;
With a few exceptions, psyfocus can only be gained through '''meditation'''. &lt;br /&gt;
&lt;br /&gt;
Pawns gain a base rate of +50% psyfocus per full day, or +2.08% per hour, of pure meditation. Meditation foci further improve these rates by their listed strength. For example, a wall with the ''Minmalist'' foci increases psyfocus gain by +22%/day, for a total of 72% psyfocus per day. Meditation also counts as Solitary recreation.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with gizmo on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for &amp;quot;''Anything''&amp;quot;. Meditation can also be performed while scheduled to Recreation or Meditation, where the gizmo does not impact when pawns meditate.&lt;br /&gt;
&lt;br /&gt;
The rate of psyfocus gain from meditation can further be increased in the following ways:&lt;br /&gt;
* Using [[Wake-up]] increases the psyfocus gain from meditation by {{+|20%}} per day for the [[Wake-up#Wake-up high|duration of its high]].&lt;br /&gt;
* The [[Persona traits#Psy-meditative|Psy-meditative]] persona trait grants an additional {{+|10%}} psyfocus gain per day of meditation, while the weapon is held in hand.&lt;br /&gt;
* Each [[psychofluid pump]]{{BiotechIcon}} increases {{+|5%}} psyfocus per day of meditation from a completed [[deathrest]], up to a maximum of {{+|20%}} from 4 pumps. This bonus lasts until the next deathrest.&lt;br /&gt;
* [[Genes#Psy-sensitive|Psy-sensitive]] and [[Genes#Super psy-sensitive|Super psy-sensitive]] genes{{BiotechIcon}} increase psyfocus gain per meditation day by {{+|10%}} and {{+|20%}} respectively. Note that these genes are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation psyfocus gain is therefore a non-tribal pawn meditating to a legendary sculpture surrounded by 8 other masterwork sculptures, wielding a Psy-meditative persona weapon, while high on wake-up, having deathrested with 4 psychofluid pumps and with the super psy-sensitive gene. This results in a psyfocus gain per day of meditation of {{#expr:50 + 44 + 10 + 20 + 20 + 20}}% or {{#expr:(50 + 44 + 10 + 20 + 20 + 20)/24 round 1}}% per hour.&lt;br /&gt;
&lt;br /&gt;
== List of meditation foci ==&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br/&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br/&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.6)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psyfocus#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
== Meditation types ==&lt;br /&gt;
=== Natural ===&lt;br /&gt;
----&lt;br /&gt;
Required: Most tribal Childhood [[Backstories]], including the Tribe Child backstory for any [[children]]{{BiotechIcon}} raised in a [[New Tribe]] start.&amp;lt;br/&amp;gt;Note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[{{Q|Anima tree|Image}}|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of +28%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles increases it by +1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[{{Q|Animus stone|Image}}|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of +34%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles have no effect. Up to 4 additional stones can affect one stone. Like the [[anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius (be aware that this is 7 tiles beyond the displayed range for the indicator). Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is +42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5 &lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[{{Q|Small nature shrine|Image}}|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of +22%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Small nature shrines do not give a bonus to animus stones. Like the all natural foci, its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the small nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +30% bonus, but the player would be wasting animus stone bonuses.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[{{Q|Large nature shrine|Image}}|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of +30%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Large nature shrines do not give a bonus to animus stones. Like the all natural foci, its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the large nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +38% bonus, but the player would be wasting animus stone bonuses. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Morbid ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal (Trait)|Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[{{Q|Grave|Image}}|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of +6%. This increases by +10% if the grave is full, and a further +10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional +1%, or +2% if full, for a maximum bonus of +8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[{{Q|Sarcophagus|Image}}|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of +10%. This increases by +10% if the sarcophagus is full, and a further +10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional +1%, or +2% if full, for a maximum bonus of +8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
----&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]] / [[Large sculpture]] / [[Grand sculpture]] / [[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[{{Q|Small sculpture|Image}}|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of +28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of +16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[{{Q|Large stele|Image}}|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of +15%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[{{Q|Grand stele|Image}}|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of +18%. It appears that no other modifiers exist for steles as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
----&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[{{Q|Wall|Image}}|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of +22%. It appears that no other modifiers exist for wall as they do for other foci.{{Check Tag|Fact Check Needed|Based on game code only}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
----&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[{{Q|Brazier|Image}}|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of +0% in their unlit state. This increases by +15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[{{Q|Campfire|Image}}|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of +0% in their unlit state. This increases by +12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +2%, for a maximum bonus of +16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[{{Q|Torch lamp|Image}}|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of +0% in their unlit state. This increases by +10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +1%, for a maximum bonus of +8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dignified ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]] / [[Grand meditation throne]]:'''&lt;br /&gt;
[[{{Q|Meditation throne|Image}}|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of +15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by +8%.&lt;br /&gt;
&lt;br /&gt;
Psyfocus gain is further affected by a room's [[impressiveness]], as seen below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line| xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%)|x=0, 30, 60, 100, 170, 200|y=-5, 0, 4, 8, 10, 10|xAxisMin = 0 |  xAxisMax = 200|  yAxisMin = -5 | yAxisMax = 12 |xGrid = |yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' The room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will give less than +4% psyfocus.&lt;br /&gt;
&lt;br /&gt;
The dignified meditation focus has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&lt;br /&gt;
&lt;br /&gt;
== Other ways to increase psyfocus ==&lt;br /&gt;
Other than meditation, the following methods will increase a pawn's psyfocus:&lt;br /&gt;
* Using [[Go-juice]] instantly refills a psycaster's psyfocus by 15%.&lt;br /&gt;
* [[Ideoligion]] [[rituals]] {{IdeologyIcon}} can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes.{{Check Tag|Detail|Specific terms, mechanics, details etc. E.g. what outcomes specifically?}} .&lt;br /&gt;
* The Kill-focused [[Persona_traits|persona trait]] grant an instant 20% psyfocus on killing an enemy. Note that psyfocus is gained for directly killing a pawn. This includes killing wild animals, downed hostiles, friendly NPCs, colonists, and even [[Animals#Slaughtering|slaughtering]] colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so. Age and body size do not affect this rate. Excess colony animals, especially from rapidly-breeding animals such as [[chicken]]s, can thus be turned into into massive psyfocus gain, allowing continuous use of utility psycasts such as [[Psycasts#Word of inspiration|Word of Inspiration]] or [[Psycasts#Word of trust|Word of Trust]] or high cost combat options such as [[Psycasts#Berserk pulse|Berserk pulse]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Just claimed artificial structures don't affect nature focus objects.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Psyfocus ritual reward does not recharge psyfocus to max.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal [[babies]]{{BiotechIcon}} becoming [[children]]{{BiotechIcon}} get natural meditation focus.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trade_Price_Improvement&amp;diff=154107</id>
		<title>Trade Price Improvement</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trade_Price_Improvement&amp;diff=154107"/>
		<updated>2024-10-12T09:21:14Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup, readability/formatting, format standardization}}{{Verified|1.2.2900}}{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentTwo&lt;br /&gt;
| description = When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.&lt;br /&gt;
| category = PawnSocial&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
{{Stub|section=1|reason=Needs analysis of exactly what order of operations is used for each additional factor. E.g. does the reader multiply the +18% from the inspiration? Moreover, seems there is now a cap on TPI at 39.5%, rather than TPI having no effect at higher values.}}&lt;br /&gt;
TPI is affected by the following:&lt;br /&gt;
*[[Skills#Social|Social]][[Skill::Social| ]]: [[Skill Base Factor::0|0%]] plus [[Skill Bonus Factor::0.015|1.5]]% per skill level.&lt;br /&gt;
*[[Talking]]: [[Talking Importance::0.9|90%]] weight, allowed defect of 0.05 and a max at [[Talking Limit::1|100%]], meaning improvement over 95% does not affect trade prices.&lt;br /&gt;
*[[Hearing]]: [[Hearing Importance::0.9|90%]] weight, allowed defect of 0.20 and a max at [[Hearing Limit::1|100%]], meaning improvement over 80% does not affect trade prices.&lt;br /&gt;
* Upon installing a [[Psychic reader]]{{RoyaltyIcon}} on a pawn, the pawn's TPI increased by 10% of its current value, multiplied by the pawn's [[Psychic Sensitivity]]. That is, a pawn with Psychic Sensitivity of 100%, Social 20 and a resulting 30% TPI would have a TPI of 33% after installing the Reader, while this would be increased to 36% if they had 200% Psychic Sensitivity. To calculate your TPI from [[Psychic reader]]: Social skill level*0.015*0.1*[[Psychic Sensitivity]].&lt;br /&gt;
* [[Ideoligion#Drug use|Drug Use: Essential]] precept {{IdeologyIcon}} provides a +10% TPI only for selling drugs. Only [[Drugs|social and hard drugs]] are affected, medical drugs like [[Luciferium]] and [[Penoxycyline]] do not receive the TPI improvement. Flat bonus, cannot be modified or modify other bonuses.&lt;br /&gt;
* [[Ideoligion#Meme-specific|Ranching: Central]] precept {{IdeologyIcon}} provides a +10% TPI only for selling animal products. Despite saying &amp;quot;animal products&amp;quot;, this TPI change applies only to meat, leather and wool. Eggs (fertilized or not), milk and insect jelly are not affected, while both human meat and human leather are. Live animals are not affected. Flat bonus, cannot be modified or modify other bonuses.&lt;br /&gt;
* Giving the [[Ideoligion#Leaders|leader role]] {{IdeologyIcon}} to a pawn provides a +2% TPI. Flat bonus, cannot be modified or modify other bonuses.&lt;br /&gt;
* Trading with others [[faction]]’s settlement via [[caravan]] provides a +2% TPI. Flat bonus, cannot be modified or modify other bonuses.&lt;br /&gt;
* [[Mental inspiration#Inspired trade|Inspired trade]] provides a +18% TPI. Flat bonus, cannot be modified or modify other bonuses.&lt;br /&gt;
&lt;br /&gt;
TPI is not affected by pawn beauty, nor [[Social Impact]] buffs such as from the [[bowler hat]].&lt;br /&gt;
The formula for calculating the buy price modifier(i.e the percentage of the item's value you will pay) is {{math|1= ''buy price modifier = 60%*(100%+TPI)''}}.The equivalent formula for the sell price modifier is {{math|1= ''buy price modifier = 140%*(100%-TPI)''}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref name=&amp;quot;:1&amp;quot;&amp;gt;Note that the actual sell price will be lower than what is listed because the sell price of an item cannot be larger than its buy price.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Social Skill !! TPI !! Sell Price !! Buy Price&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0.0% || {{#expr: 0.6*(100+0)}}% || {{#expr: 1.4*(100-0)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1.5% || {{#expr: 0.6*(100+1.5)}}% || {{#expr: 1.4*(100-1.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3.0% || {{#expr: 0.6*(100+3)}}% || {{#expr: 1.4*(100-3)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4.5% || {{#expr: 0.6*(100+4.5)}}% || {{#expr: 1.4*(100-4.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6.0% || {{#expr: 0.6*(100+6)}}% || {{#expr: 1.4*(100-6)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7.5% || {{#expr: 0.6*(100+7.5)}}% || {{#expr: 1.4*(100-7.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 9.0% || {{#expr: 0.6*(100+9)}}% || {{#expr: 1.4*(100-9)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 10.5% || {{#expr: 0.6*(100+10.5)}}% || {{#expr: 1.4*(100-10.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 12.0% || {{#expr: 0.6*(100+12)}}% || {{#expr: 1.4*(100-12)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 13.5% || {{#expr: 0.6*(100+13.5)}}% || {{#expr: 1.4*(100-13.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 15.0% || {{#expr: 0.6*(100+15)}}% || {{#expr: 1.4*(100-15)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 16.5% || {{#expr: 0.6*(100+16.5)}}% || {{#expr: 1.4*(100-16.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 18.0% || {{#expr: 0.6*(100+18)}}% || {{#expr: 1.4*(100-18)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 19.5% || {{#expr: 0.6*(100+19.5)}}% || {{#expr: 1.4*(100-19.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 21.0% || {{#expr: 0.6*(100+21)}}% || {{#expr: 1.4*(100-21)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 22.5% || {{#expr: 0.6*(100+22.5)}}% || {{#expr: 1.4*(100-22.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 24.0% || {{#expr: 0.6*(100+24)}}% || {{#expr: 1.4*(100-24)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 25.5% || {{#expr: 0.6*(100+25.5)}}% || {{#expr: 1.4*(100-25.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 27.0% || {{#expr: 0.6*(100+27)}}% || {{#expr: 1.4*(100-27)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 28.5% || {{#expr: 0.6*(100+28.5)}}% || {{#expr: 1.4*(100-28.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 30.0% || {{#expr: 0.6*(100+30.0)}}% || {{#expr: 1.4*(100-30.0)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 31.5% || {{#expr: 0.6*(100+31.5)}}% || {{#expr: 1.4*(100-31.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 33.0% || {{#expr: 0.6*(100+33.0)}}% || {{#expr: 1.4*(100-33.0)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 34.5% || {{#expr: 0.6*(100+34.5)}}% || {{#expr: 1.4*(100-34.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 36.0% || {{#expr: 0.6*(100+36.0)}}% || {{#expr: 1.4*(100-36.0)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 37.5% || {{#expr: 0.6*(100+37.5)}}% || {{#expr: 1.4*(100-37.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 39.5% || {{#expr: 0.6*(100+39.5)}}% || {{#expr: 1.4*(100-39.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 41.0% || {{#expr: 0.6*(100+41.0)}}%&amp;lt;ref name=&amp;quot;:1&amp;quot;/&amp;gt; || {{#expr: 1.4*(100-41.0)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 43.0% || {{#expr: 0.6*(100+43.0)}}%&amp;lt;ref name=&amp;quot;:1&amp;quot;/&amp;gt; || {{#expr: 1.4*(100-43.0)}}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
== How to calculate TPI ==&lt;br /&gt;
The TPI is calculated as follow:&lt;br /&gt;
*Base value: 100%&lt;br /&gt;
*[[Skills#Social|Social]][[Skill::Social| ]]: *(Skill level*1.5)%&lt;br /&gt;
*[[Talking]]: if inferior at 95%: *(Talking ability with 90% weight)% | else: *100%&lt;br /&gt;
*[[Hearing]]: if inferor at 80%: *(Hearing ability with 90% weight)% | else: *100%&lt;br /&gt;
*If has a [[psychic reader]]: *(10%*[[psychic sensitivity]])&lt;br /&gt;
*If has [[Mental_inspiration#Inspired_trade|Inspired trade]]: +18%&lt;br /&gt;
*If is colony [[Ideoligion#Leaders|leader]]: +2%&lt;br /&gt;
*If trade with settlement: +2%&lt;br /&gt;
*If relevant precept: +10% (selling only)&lt;br /&gt;
&lt;br /&gt;
To use this calculation, convert the % value of the game by multiplying it by 0.01.&lt;br /&gt;
&lt;br /&gt;
The calculation for TPI is : [SL]*1.5*(1*(0.1+0.9*([T]/0.95))*(1*(0.1+0.9*[H]/0.8)*(1+(0.1*[PS]))+[IT]+[L]+[TS]+[P]&lt;br /&gt;
&lt;br /&gt;
Multiply by 100 if the value is wanted in %.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Variable || SL || T || H || PS || IT || L || S || P&lt;br /&gt;
|-&lt;br /&gt;
| Meaning || Social Level || Talking Ability || Hearing Ability || Psychic Sensitivity || Inspired Trade || Leader || Trade with Settlement || Precept&lt;br /&gt;
|-&lt;br /&gt;
| Used If || Always || Has T&amp;lt;95% else 0.95 || Has H&amp;lt;80% else 0.8 || Has psychic reader || Has inspired trade || Is leader || Is trading with settlement || Has relevant precept and is selling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade Price Improvement Milestones ==&lt;br /&gt;
The list below shows the milestones of TPI: &lt;br /&gt;
*The minimum TPI a pawn can have is 0%.&lt;br /&gt;
*A TPI of 40% is the maximum value you should aim for selling stuff since the game prevents the selling price from being higher than the purchase price, so a higher TPI than 40% means selling for less. (This is the point where the selling price is equal to the buying price, 84% of the market value.)&lt;br /&gt;
*Without [[DLC]]s the maximum TPI a pawn can have is 50% by having a [[Skills#Social|Social]][[Skill::Social| ]] skill of 20 (+30%), a [[Mental_inspiration#Inspired_trade|Inspired trade]] (+18%) and trading with another [[faction]]’s settlement (+2%).&lt;br /&gt;
*A TPI of 64.23% is the highest value you can reach in the game with [[DLC]]s. To achieve this value you need a pawn with [[Skills#Social|Social]] skill of 20 (+30%), a [[Mental_inspiration#Inspired_trade|Inspired trade]] (+18%), the [[Ideology_(DLC)#Social_roles|leader role]] (+2%), the implants [[Psychic reader]] (+3%) and [[Psychic sensitizer]] (+0.75%), the [[Psychically hypersensitive]] (+2.4%) trait, a Legendary [[Eltex staff]] (+2.25%), [[Eltex skullcap]] (+1.8%), [[Eltex robe]] (+0.9%), [[Eltex vest]] (+0.69%) and [[Eltex shirt]] (+0.45%) and go on a [[caravan]] to trade with a settlement (+2%).&lt;br /&gt;
*A TPI higher than 100% is useless since the minimum buying price is $0.50.&lt;br /&gt;
&lt;br /&gt;
== Maximizing Trade Price Improvement ==&lt;br /&gt;
The Trade Price Improvement can only be maximize by installing [[Psychic reader]] on your pawn and improving it's [[Psychic Sensitivity]] since you are stuck at 30% with only the [[Skills#Social|Social]] skill.&lt;br /&gt;
&lt;br /&gt;
An easy way to get to 40% TPI is to use a pawn with a [[Skills#Burning|burning passion]] for [[Skills#Social|Social]] and the [[Psychically hypersensitive]] trait. Then you need to assign this pawn as your [[Ideology_(DLC)#Social_roles|leader]] and buy/find a [[Psychic sensitizer]], a [[Psychic reader]], a good [[Eltex staff]] and an excellent [[Eltex shirt]] to get exactly 40% TPI at a [[Skills#Social|Social]] skill of 20.&lt;br /&gt;
&lt;br /&gt;
Getting a TPI of 40% with a [[Skills#Social|Social]] skill lower than 20 is really difficult, as example a pawn with a [[Skills#Social|Social]] skill of 18 need the [[Ideology_(DLC)#Social_roles|leader role]], the [[Psychically hypersensitive]] trait, the implants [[Psychic sensitizer]] and [[Psychic reader]], a Legendary [[Eltex staff]], [[Eltex skullcap]], [[Eltex robe]], [[Eltex vest]] and [[Eltex shirt]] to get exactly 40% TPI.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideoligion#Drug use|Drug Use: Essential]] precept or [[Ideoligion#Meme-specific|Ranching: Central]] precept, you can technically sell items at a TPI higher than 40% since there +10% TPI are not counted toward the &amp;quot;selling price not being higher than the buying price&amp;quot; cap. Even if a TPI of 50% is unreachable because maths, a TPI of 47% is achievable and shoud be aim for as it is the new equilibrium between the buying and selling prices. This 47% TPI is achievable by geting a colonist to a TPI of 37%, by using informations of this page, and trading items affected by the precept of your Ideoligy.&lt;br /&gt;
&lt;br /&gt;
If you manage to get a TPI higher than 40% you can literally get everything [[Trade|traders]] have for free. As an example, all [[Trade|traders]] buy [[Insect jelly]], so you can sell it for $6.72 a piece at 40% TPI then buy it back at $6.50 a piece with a TPI of 42%.&lt;br /&gt;
&lt;br /&gt;
== Numbers in Trades ==&lt;br /&gt;
When you trade, your TPI in the top left corner is rounded to the nearest integer. To see the real TPI that is used for calculation, check the information tab of the pawn.&lt;br /&gt;
&lt;br /&gt;
When trading with others [[faction]]’s settlement, the TPI in the top left corner will not include the 2% TPI improvement for this type of transaction despite being correctly count.&lt;br /&gt;
&lt;br /&gt;
The price of items shows went trading in rounded to the nearest integer or the second decimal if the price in lower than $10, but the exact value is use for the total price calculation. For example buying [[Insect jelly]] with a [[Skills#Social|Social]] skill of 0 will show a price of $11 even if the game use the exact price (8*1.4=$11.20) so buying 3 [[Insect jelly]] will cost $34 instead of $33 as the total price of a trade is always rounded to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - spread made much wider, but social skill also has a much greater effect on it.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Trade price improvement from negotiator is now reported on the trade screen.&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Granite&amp;diff=150657</id>
		<title>Granite</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Granite&amp;diff=150657"/>
		<updated>2024-09-02T18:23:32Z</updated>

		<summary type="html">&lt;p&gt;Crow: Copy-paste error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=general}}&lt;br /&gt;
{{About|the wall-like, stone structure|the material that items and structures can be made from|Granite blocks}}&lt;br /&gt;
{{See also|Smoothed granite}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|Structure&lt;br /&gt;
| name = Granite&lt;br /&gt;
| image = Granite.png&lt;br /&gt;
| description = A very hard igneous rock.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Structure&lt;br /&gt;
| hp = 900&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -2&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Granite&lt;br /&gt;
| label = granite&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;BuildingNaturalBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| category = Building&lt;br /&gt;
| selectable = true&lt;br /&gt;
| drawerType = MapMeshOnly&lt;br /&gt;
| filthLeaving = Filth_RubbleRock&lt;br /&gt;
| scatterableOnMapGen = false&lt;br /&gt;
| artificialForMeditationPurposes = false&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;RockBase&amp;quot; ParentName=&amp;quot;BuildingNaturalBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| castEdgeShadows = true&lt;br /&gt;
| thingClass = Mineable&lt;br /&gt;
| texPath = Things/Building/Linked/Rock_Atlas&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| linkType = CornerFiller&lt;br /&gt;
| linkFlags = Rock, MapEdge&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
| coversFloor = true&lt;br /&gt;
| neverMultiSelect = true&lt;br /&gt;
| saveCompressible = true&lt;br /&gt;
| holdsRoof = true&lt;br /&gt;
| staticSunShadowHeight = 1.0&lt;br /&gt;
| blockLight = true&lt;br /&gt;
| mineable = true&lt;br /&gt;
| fertility = 0&lt;br /&gt;
| canOverlapZones = false&lt;br /&gt;
| isInert = true&lt;br /&gt;
| isNaturalRock = true&lt;br /&gt;
| canBuildNonEdificesUnder = false&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| supportsWallAttachments = true&lt;br /&gt;
| damageMultipliers = Thump&lt;br /&gt;
| multiplier = 4&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;UglyRockBase&amp;quot; ParentName=&amp;quot;RockBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| mineableYieldWasteable = false&lt;br /&gt;
&amp;lt;!-- ThingDef ParentName=&amp;quot;UglyRockBase&amp;quot; Name=&amp;quot;GraniteBase&amp;quot; --&amp;gt;&lt;br /&gt;
| color = (105,95,97)&lt;br /&gt;
| mineableThing = ChunkGranite&lt;br /&gt;
| mineableDropChance = 0.25&lt;br /&gt;
| smoothedThing = SmoothedGranite&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Granite''' is a natural structure that can be [[mine]]d to obtain a {{Icon Small|granite block}} granite {{Icon Small|Stone chunk}} stone chunk. Do note that this is not a guarantee.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
'''Granite''' tiles have 900 health each, making it the hardest stone block to mine. Each mined block has ~25% chance base to yield a {{Icon Small|Granite block}} granite {{Icon Small|Stone chunk}} stone chunk, each of which can be transform into {{Icon Small|Granite block}} 20 granite blocks.&lt;br /&gt;
&lt;br /&gt;
This tile can also be [[Structure#Smoothed_walls|smoothed]] to create [[Smoothed granite]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Granite.png|Natural granite wall&lt;br /&gt;
Smoothed granite.png|Smoothed granite wall&lt;br /&gt;
Granite chunk A.png|Granite chunk variant A&lt;br /&gt;
Granite chunk B.png|Granite chunk variant B&lt;br /&gt;
Granite chunk C.png|Granite chunk variant C&lt;br /&gt;
Granite blocks A.png|Single stack of granite blocks&lt;br /&gt;
Granite blocks B.png|Stack of multiple granite blocks&lt;br /&gt;
Granite blocks C.png|Full stack of granite blocks &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natural wall]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sandstone&amp;diff=150656</id>
		<title>Sandstone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sandstone&amp;diff=150656"/>
		<updated>2024-09-02T18:22:31Z</updated>

		<summary type="html">&lt;p&gt;Crow: Copy-paste error 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=general}}&lt;br /&gt;
{{About|the wall-like, stone structure|the material that items and structures can be made from|Sandstone blocks}}&lt;br /&gt;
{{See also|Smoothed sandstone}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|Structure&lt;br /&gt;
| name = Sandstone&lt;br /&gt;
| image = Sandstone.png&lt;br /&gt;
| description = A sedimentary rock composed of sand particles compressed together.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Structure&lt;br /&gt;
| hp = 400&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -2&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true &lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Sandstone&lt;br /&gt;
| label = sandstone&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;BuildingNaturalBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| category = Building&lt;br /&gt;
| selectable = true&lt;br /&gt;
| drawerType = MapMeshOnly&lt;br /&gt;
| filthLeaving = Filth_RubbleRock&lt;br /&gt;
| scatterableOnMapGen = false&lt;br /&gt;
| artificialForMeditationPurposes = false&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;RockBase&amp;quot; ParentName=&amp;quot;BuildingNaturalBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| castEdgeShadows = true&lt;br /&gt;
| thingClass = Mineable&lt;br /&gt;
| texPath = Things/Building/Linked/Rock_Atlas&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| linkType = CornerFiller&lt;br /&gt;
| linkFlags = Rock, MapEdge&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
| coversFloor = true&lt;br /&gt;
| neverMultiSelect = true&lt;br /&gt;
| saveCompressible = true&lt;br /&gt;
| holdsRoof = true&lt;br /&gt;
| staticSunShadowHeight = 1.0&lt;br /&gt;
| blockLight = true&lt;br /&gt;
| mineable = true&lt;br /&gt;
| fertility = 0&lt;br /&gt;
| canOverlapZones = false&lt;br /&gt;
| isInert = true&lt;br /&gt;
| isNaturalRock = true&lt;br /&gt;
| canBuildNonEdificesUnder = false&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| supportsWallAttachments = true&lt;br /&gt;
| damageMultipliers = Thump&lt;br /&gt;
| multiplier = 4&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;UglyRockBase&amp;quot; ParentName=&amp;quot;RockBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| mineableYieldWasteable = false&lt;br /&gt;
&amp;lt;!-- ThingDef ParentName=&amp;quot;UglyRockBase&amp;quot; Name=&amp;quot;SandstoneBase&amp;quot; --&amp;gt;&lt;br /&gt;
| color = (126,104,94)&lt;br /&gt;
| mineableThing = ChunkSandstone&lt;br /&gt;
| mineableDropChance = 0.25&lt;br /&gt;
| smoothedThing = SmoothedSandstone&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sandstone''' is a natural structure that can be [[mine]]d to obtain a {{Icon Small|sandstone block}} sandstone {{Icon Small|Stone chunk}} stone chunk. Do note that this is not a guarantee.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
'''Sandstone''' tiles have 400 health each, making it the faster stone block to mine. Each mined block has ~25% chance base to yield a {{Icon Small|sandstone block}} sandstone {{Icon Small|Stone chunk}} stone chunk, each of which can be transform into {{Icon Small|sandstone block}} 20 sandstone blocks.&lt;br /&gt;
&lt;br /&gt;
This tile can also be [[Structure#Smoothed_walls|smoothed]] to create [[Smoothed sandstone]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sandstone.png|Natural sandstone wall&lt;br /&gt;
Smoothed sandstone.png|Smoothed sandstone wall&lt;br /&gt;
Sandstone chunk A.png|Sandstone chunk variant A&lt;br /&gt;
Sandstone chunk B.png|Sandstone chunk variant B&lt;br /&gt;
Sandstone chunk C.png|Sandstone chunk variant C&lt;br /&gt;
Sandstone blocks A.png|Single stack of sandstone blocks&lt;br /&gt;
Sandstone blocks B.png|Stack of multiple sandstone blocks&lt;br /&gt;
Sandstone blocks C.png|Full stack of sandstone blocks &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natural wall]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sandstone&amp;diff=150655</id>
		<title>Sandstone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sandstone&amp;diff=150655"/>
		<updated>2024-09-02T18:21:32Z</updated>

		<summary type="html">&lt;p&gt;Crow: Copy-paste error.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=general}}&lt;br /&gt;
{{About|the wall-like, stone structure|the material that items and structures can be made from|Sandstone blocks}}&lt;br /&gt;
{{See also|Smoothed sandstone}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|Structure&lt;br /&gt;
| name = Sandstone&lt;br /&gt;
| image = Sandstone.png&lt;br /&gt;
| description = A sedimentary rock composed of sand particles compressed together.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Structure&lt;br /&gt;
| hp = 400&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -2&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true &lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Sandstone&lt;br /&gt;
| label = sandstone&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;BuildingNaturalBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| category = Building&lt;br /&gt;
| selectable = true&lt;br /&gt;
| drawerType = MapMeshOnly&lt;br /&gt;
| filthLeaving = Filth_RubbleRock&lt;br /&gt;
| scatterableOnMapGen = false&lt;br /&gt;
| artificialForMeditationPurposes = false&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;RockBase&amp;quot; ParentName=&amp;quot;BuildingNaturalBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| castEdgeShadows = true&lt;br /&gt;
| thingClass = Mineable&lt;br /&gt;
| texPath = Things/Building/Linked/Rock_Atlas&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| linkType = CornerFiller&lt;br /&gt;
| linkFlags = Rock, MapEdge&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
| coversFloor = true&lt;br /&gt;
| neverMultiSelect = true&lt;br /&gt;
| saveCompressible = true&lt;br /&gt;
| holdsRoof = true&lt;br /&gt;
| staticSunShadowHeight = 1.0&lt;br /&gt;
| blockLight = true&lt;br /&gt;
| mineable = true&lt;br /&gt;
| fertility = 0&lt;br /&gt;
| canOverlapZones = false&lt;br /&gt;
| isInert = true&lt;br /&gt;
| isNaturalRock = true&lt;br /&gt;
| canBuildNonEdificesUnder = false&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| supportsWallAttachments = true&lt;br /&gt;
| damageMultipliers = Thump&lt;br /&gt;
| multiplier = 4&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;UglyRockBase&amp;quot; ParentName=&amp;quot;RockBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| mineableYieldWasteable = false&lt;br /&gt;
&amp;lt;!-- ThingDef ParentName=&amp;quot;UglyRockBase&amp;quot; Name=&amp;quot;SandstoneBase&amp;quot; --&amp;gt;&lt;br /&gt;
| color = (126,104,94)&lt;br /&gt;
| mineableThing = ChunkSandstone&lt;br /&gt;
| mineableDropChance = 0.25&lt;br /&gt;
| smoothedThing = SmoothedSandstone&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sandstone''' is a natural structure that can be [[mine]]d to obtain a {{Icon Small|sandstone block}} sandstone {{Icon Small|Stone chunk}} stone chunk. Do note that this is not a guarantee.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
'''Sandstone''' tiles have 400 health each, making it the faster stone block to mine. Each mined block has ~25% chance base to yield a {{Icon Small|sandstone block}} marble {{Icon Small|Stone chunk}} stone chunk, each of which can be transform into {{Icon Small|sandstone block}} 20 sandstone blocks.&lt;br /&gt;
&lt;br /&gt;
This tile can also be [[Structure#Smoothed_walls|smoothed]] to create [[Smoothed sandstone]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sandstone.png|Natural sandstone wall&lt;br /&gt;
Smoothed sandstone.png|Smoothed sandstone wall&lt;br /&gt;
Sandstone chunk A.png|Sandstone chunk variant A&lt;br /&gt;
Sandstone chunk B.png|Sandstone chunk variant B&lt;br /&gt;
Sandstone chunk C.png|Sandstone chunk variant C&lt;br /&gt;
Sandstone blocks A.png|Single stack of sandstone blocks&lt;br /&gt;
Sandstone blocks B.png|Stack of multiple sandstone blocks&lt;br /&gt;
Sandstone blocks C.png|Full stack of sandstone blocks &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natural wall]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reading_bonus&amp;diff=150094</id>
		<title>Reading bonus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reading_bonus&amp;diff=150094"/>
		<updated>2024-08-24T20:09:56Z</updated>

		<summary type="html">&lt;p&gt;Crow: Info on reading bonus impacting skill XP and recreation too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=categories, formatting detail nav etc}}&lt;br /&gt;
Having a bookcase near a [[research bench]] provides a bonus to [[research speed]], as well as [[Books#Textbooks|skill XP]] and [[Books#Recreation|recreation]] gained from reading.&lt;br /&gt;
The bonus scales with amount and quality of books stored in a [[bookcase]] {{Check Tag|How much?|The information about scaling is just copied from in-game tooltip}}. For example 4/10 books provides a 4% reading bonus, visible on the bookcase itself and when inspecting any research benches in range. At 6/10 books the bonus is 4.4%. &lt;br /&gt;
Two full bookshelves provide a combined 7.5% reading bonus.&lt;br /&gt;
&lt;br /&gt;
The research bonus applies to both Hi-Tech and Simple Research Benches, and is applied multiplicatively, similar to Room Cleanliness.&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Remote_repairer&amp;diff=149249</id>
		<title>Remote repairer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Remote_repairer&amp;diff=149249"/>
		<updated>2024-08-13T19:23:33Z</updated>

		<summary type="html">&lt;p&gt;Crow: Fixed copy-paste implant type.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=General. Mechanics}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Remote repairer&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 = A neural implant which allows the mechanitor to repair from a distance. The user links to the mechanoid and uses their own brain to psychically guide the self-repair mechanites.&amp;lt;br/&amp;gt;This implant can be self-installed without surgery.&amp;lt;br/&amp;gt;This implant can be installed up to 3 times to increase its range.&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| work speed stat = General Labor Speed&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 repairers''' are [[artificial body parts]] added by the [[Biotech DLC]] that allow [[mechanitor]]s to repair their [[mechanoids]] from a distance. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:RW1.5_mech_remote_repair_icon.png|left|100px]]{{Quote|''Remotely repair a mech. The mechanitor links with the mech and uses their brain to provide detailed guidance for its self-repair mechanites beyond its own psychic capacity. This allows the mech to make progress in rapidly healing damage.''|&amp;quot;Remote Repair&amp;quot; Ability description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Having at least 1 remote repairer installed gives access to the ''Remote Repair'' ability. &lt;br /&gt;
&lt;br /&gt;
Remote repair is analogous to regular repairing, just from a distance.{{Check Tag|Verify|Is remote repair ''exactly'' the same repair?}} A mechanitor must have line of sight in order to initiate the repair, but it can be sustained through walls. Both the mechanitor and the mech are unable to shoot or use abilities during remote repair. The mech can move freely, but must stay in range to remain repaired.&lt;br /&gt;
&lt;br /&gt;
Up to 3 remote repairers can be installed in each mechanitor's brain. Each installed repairer increases repair range as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Num.&amp;lt;br&amp;gt;Repairers !! Repair range&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt; !! Increase from prev.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Tiles)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 7.9 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 13.9 || {{+|6}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 19.9 || {{+|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
&lt;br /&gt;
Unlike most medical implants, the remote repairer 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 repairer&amp;quot; or &amp;quot;Upgrade remote repairer to level X&amp;quot; if one has already been installed. A max of 3 can be installed on any one mechanitor and 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=General}}&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&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>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=146994</id>
		<title>Psychic rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=146994"/>
		<updated>2024-06-26T18:22:04Z</updated>

		<summary type="html">&lt;p&gt;Crow: Some more effects of psychophagy on target pawn.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Missing information}}&lt;br /&gt;
{{About|the group activities added by the [[Anomaly DLC]]|the individual abilities added by the [[Royalty DLC]]|Psycasts}} &lt;br /&gt;
&lt;br /&gt;
'''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]].{{Check Tag|Verify|What benefit from this apparelthat isn't just psy sense?}} They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Pawns with 0% [[Psychic sensitivity]] such as [[Ghoul]]s, [[psychically deaf]] pawns and [[psychically dead]] pawns, cannot be a participant '''nor''' the target of a ritual.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.&lt;br /&gt;
&lt;br /&gt;
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.&lt;br /&gt;
&lt;br /&gt;
The quality of any ritual is based on the following factors.&lt;br /&gt;
&lt;br /&gt;
-The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of  {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity.{{Check Tag|Penalty?|Wb lower sensitivity?}} The Psychic Sensitivity of any Chanters do not affect the outcome.&lt;br /&gt;
&lt;br /&gt;
-The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.&lt;br /&gt;
&lt;br /&gt;
-The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.&lt;br /&gt;
&lt;br /&gt;
-The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.&lt;br /&gt;
&lt;br /&gt;
-Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)&lt;br /&gt;
&lt;br /&gt;
== List of rituals ==&lt;br /&gt;
{{Stub|section=1|reason=PsychicRitualRoles.xml defines valid states for targets of rituals}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot;&lt;br /&gt;
! width=64px height=64px | Void provocation&amp;lt;br&amp;gt;[[File:Void provocation.png|64px|link=|alt=Void provocation]]&lt;br /&gt;
| ''Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.''&lt;br /&gt;
----&lt;br /&gt;
* Causes an entity event to occur between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify|Verify time until event - note that some are not announced and may be difficult to get exact times}} after completion of the ritual.{{Check Tag|Details|How is it selected, what can be chosen specifically, etc}}&lt;br /&gt;
* Ritual quality dependent chance to fall into [[dark psychic shock]]{{Check Tag|Verify hediff|verify this is the correct hediff name, and if it is, leave the redlink and a destination will be created for it}}, being rendered unconscious for between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dark psychic shock chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of psychic shock (%)|x=0,50,90,100|y=90,25,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| ''None''&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw animals&amp;lt;br&amp;gt;[[File:Draw animals.png|64px|link=|alt=Draw animals]]&lt;br /&gt;
| ''Create a psychic pulse which draws a distant herd of [[animal]]s to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract [[scaria]]-infected manhunters''&lt;br /&gt;
----&lt;br /&gt;
* Causes a herd{{Check Tag|Detail|What constitutes a herd}} of animals{{Check Tag|Detail|What animals can be selected, does it depend on current biome?}} to enter the map.{{Check Tag|Detail}}&lt;br /&gt;
* Ritual quality dependent chance for drawn animals to be [[manhunter]]s infected with [[scaria]]. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be. Deliberately conducting a poor quality ritual to summon manhunters can be helpful if the player needs to deal with another threat such as sieges and mech clusters.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Manhunter chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of manhunters (%)|x=0,75,90,100|y=75,10,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||10}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw shamblers&amp;lt;br&amp;gt;[[File:Draw shamblers.png|64px|link=|alt=Draw shamblers]]&lt;br /&gt;
| ''Create a psychic pulse which will draw a distant horde of [[shambler|animated corpses]] to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study. ''&lt;br /&gt;
----&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Chronophagy&amp;lt;br&amp;gt;[[File:Chronophagy.png|64px|link=|alt=Chronophagy]]&lt;br /&gt;
| ''Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* The biological age of the invoker is reduced by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, as described in the table below. &lt;br /&gt;
** The ritual cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Has a chance{{Check Tag|What chance?}} to removing one{{Check Tag|Verify|or more?}} of the Invoker's scars. Additionally, if the invoker has an age-related ailment, and is rejuventated to an age below the minimum age to receive that ailment during a birthday, then the ailment will be cured.{{Check Tag|Detail needed|1) Does this apply only to ailments acquired through aging - e.g. a pawn with dementia from toxic buildup? Does this only apply when going from &amp;quot;old enough to receive this&amp;quot; to &amp;quot;too young to receive this&amp;quot; - e.g. if a 40y.o. with dementia is de-aged will it still be cured? Where is the exact transition point - You can get Dementia at on your 69th birthday - do you have to be de-aged to 68 or 69?}} &lt;br /&gt;
** For example, if a 70-year-old pawn has [[dementia]] and is rejuvenated to the biological age of 68, the dementia will be removed as 68 is below the minimum age to receive the ailment from aging.&lt;br /&gt;
** Curable ailments and their minimum ages to receive are as follows: [[Alzheimer's]] at 34 years,  [[Bad back]] at 41 years, [[Cataract]] at 49 years, [[Carcinoma]] at 23 years, [[Dementia]] at 69 years, [[Frail]] at 51 years, [[Artery blockage]] at 21 years, [[Hearing loss]] at 49 years. It is currently unknown whether [[Asthma]], which has no minimum reception age, can be cured by chronophagy.{{Check Tag|Detail needed|Can it be cured?}}&lt;br /&gt;
* Target gain age-related ailments as if they had had each natural birthday, with the associated chances. See the pages of the relevant ailments for the chance to receive them each year. They also have a chance of dying outright if aged beyond their life expectancy.{{Check Tag|Detail needed|Is this just the brain damage mechanic or something else? If not then needs info on chance}}&lt;br /&gt;
** Brain damage is inflicted in the form of a psychic burn, which is affected by the [[Incoming Damage Multiplier]] of the pawn.{{Check Tag|How much?|How much damage is dealt, and if its not 100% consistent, how is the amount to inflict determined}}&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Years transfered by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred (%)|x=0,100|y=1,25}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Psychophagy&amp;lt;br&amp;gt;[[File:Psychophagy.png|64px|link=|alt=Psychophagy]]&lt;br /&gt;
| ''Consume the [[psychic sensitivity]] of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target gains the [[Psychically Dead]] trait and suffers from Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* 1 day gained per 1% ritual quality&lt;br /&gt;
* Grants 50% psychic sensitivity to the invoker for the duration of the effect.&lt;br /&gt;
* Has a chance of:&lt;br /&gt;
** liquefying targets brain, killing them in the process, &lt;br /&gt;
** applying a psychic scarring to the brain. {{Check Tag|Verify|Scar always applied if target survives? Different levels of scar (in small sample size its always 1-1.2hp / 2% pain)}}  &lt;br /&gt;
* Target becomes [[psychically dead]], permanently {{Check Tag|Verify|curable?}} setting their psychic sensitivity to 0%. This effectively prevents consequent usages of Psychophagy (or any phage rituals) on same pawn.  &lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! width=64px height=64px | Skip abduction&amp;lt;br&amp;gt;[[File:Skip abduction.png|64px|link=|alt=Skip abduction]]&lt;br /&gt;
| ''Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a &amp;quot;short&amp;quot; coma.''&lt;br /&gt;
----&lt;br /&gt;
* Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||60}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw fleshbeasts&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw fleshbeasts&amp;lt;br&amp;gt;[[File:Summon fleshbeasts.png|64px|link=|alt=Draw fleshbeasts]]&lt;br /&gt;
| ''Create a psychic pulse which will draw [[fleshbeasts]] to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.'' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
* Increases number of fleshbeasts summoned&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||50}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot;&lt;br /&gt;
! width=64px height=64px | Provoke pit gate&amp;lt;br&amp;gt;[[File:Provoke pit gate.png|64px|link=|alt=Provoke pit gate]]&lt;br /&gt;
| ''Perform a psychic ritual which causes underground [[fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a [[Pit_gate|fleshbeast-infested cavern]] which can be explored for resources. ''&lt;br /&gt;
----&lt;br /&gt;
* A higher-quality ritual will attract more fleshbeasts.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|2700000}}&lt;br /&gt;
| {{Icon small|Bioferrite||75}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Imbue death refusal&amp;quot;&lt;br /&gt;
! width=64px height=64px | Imbue death refusal&amp;lt;br&amp;gt;[[File:Imbue death refusal.png|64px|link=|alt=Imbue death refusal]]&lt;br /&gt;
| ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. ''&lt;br /&gt;
----&lt;br /&gt;
*Quality reduces the skill loss that the target suffers from the ritual.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|900000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Philophagy&amp;lt;br&amp;gt;[[File:Philophagy.png|64px|link=|alt=Philophagy]]&lt;br /&gt;
| ''Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest [[Skill]]. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases experience transferred.&lt;br /&gt;
* Base level of skill is taken into account, before modifiers from aptitude [[genes]].{{BiotechIcon}}&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Pleasure pulse&amp;lt;br&amp;gt;[[File:Pleasure pulse.png|64px|link=|alt=Pleasure pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases effect duration.&lt;br /&gt;
* {{+|12}} mood, scaled by [[Psychic sensitivity]] of each pawn&lt;br /&gt;
* [[Global Work Speed]] x 80% &lt;br /&gt;
* Increases chance of lovin&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Neurosis pulse&amp;lt;br&amp;gt;[[File:Neurosis pulse.png|64px|link=|alt=Neurosis pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region work faster but become more irritable.'' &lt;br /&gt;
----&lt;br /&gt;
* Quality increases effect duration.&lt;br /&gt;
* Mental break threshold +8% &lt;br /&gt;
* [[Global work speed]] x 150%&lt;br /&gt;
* Recreation fall rate x50% &lt;br /&gt;
* No negative moodlet&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! width=64px height=64px | Blood rain&amp;lt;br&amp;gt;[[File:Psychic ritual - Blood rain.png|64px|link=|alt=Blood rain]]&lt;br /&gt;
| ''Perform a psychic ritual which causes blood-like [[psychofluid]] to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases duration of blood rain.&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|1500000}}&lt;br /&gt;
| {{Icon small|Bioferrite||70}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! width=64px height=64px | Brainwipe&amp;lt;br&amp;gt;[[File:Brainwipe.png|64px|link=|alt=Brainwipe]]&lt;br /&gt;
| ''Erase a person's memories. Traumatic memories will be forgotten. [[Prisoners]] will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.''&lt;br /&gt;
----&lt;br /&gt;
* Removes:{{Check Tag|Detail|More/better explanations of what this means are needed}}&lt;br /&gt;
** Timed [[thought]]s{{Check Tag|+ve &amp;amp; -ve?}}&lt;br /&gt;
** Timed [[opinion]]s{{Check Tag|+ve &amp;amp; -ve?}}&lt;br /&gt;
** [[Resistance]]&lt;br /&gt;
** [[Will]]{{IdeologyIcon}}&lt;br /&gt;
** [[Unwaveringly loyal|Unwavering loyalty ]]&lt;br /&gt;
** [[Certainty]]{{IdeologyIcon}}&lt;br /&gt;
** Inhumanization&lt;br /&gt;
* Quality decreases the duration of the induced coma&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|1200000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPC rituals == &lt;br /&gt;
{{Stub|section=1|reason=Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized}}&lt;br /&gt;
NPCs have their own similar, but mechanically unique psychic rituals&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= offensive and defence uses- e.g. fleshbeasts are good for killing sieges and also for killing pirate bases as the ritual circle is free and instant to.build}}&lt;br /&gt;
=== Intentionally bad rituals ===&lt;br /&gt;
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality [[Draw animals]] has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute [[psychic animal pulser]] for the cost of {{Icon small|bioferrite||10}} [[bioferrite]]. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shamblers hordes will frequently have a single member carrying a [[Shard]], which is likewise easier to get hold of from a smaller group. As many stats (noticeably [[Global Work Speed]]) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well. Finally, ritual quality only increases the number of defenders{{Check Tag|Detail needed|Is this just the initial spawn, or is it the recurring spawn, and does it affect the beasts inside the pit or just the external defenders?}} for a pit gate but does not affect the loot inside the pit itself - as such, of the gate is generated for looting and not for using the fleshbeasts it spawns, then a lower quality is best.&lt;br /&gt;
&lt;br /&gt;
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero [[psychic sensitivity]]. A [[psychically deaf]] pawn equipped with a single item of [[prestige armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.&lt;br /&gt;
&lt;br /&gt;
=== Chronophagy analysis=== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left: 0px;&amp;quot;&lt;br /&gt;
|+ Age Where Chronic Ailments Can First Appear&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Ailment&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Carcinoma&lt;br /&gt;
|-&lt;br /&gt;
| 34 || Alzheimer's&lt;br /&gt;
|-&lt;br /&gt;
| 41 || Bad Back&lt;br /&gt;
|-&lt;br /&gt;
| 49 || Cataracts, Hearing Loss&lt;br /&gt;
|-&lt;br /&gt;
| 51 || Frail&lt;br /&gt;
|-&lt;br /&gt;
| 69 || Dementia&lt;br /&gt;
|}&lt;br /&gt;
There are numerous benefits to not allowing colonists to grow old. The older a pawn is, the higher their chance to develop [[Ailments#Chronic|chronic ailments]], and the lower their [[Immunity Gain Speed]] and [[Fertility]].{{BiotechIcon}} Pawns closer in age have an easier time forming [[romance]]s, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in [[lovin']]. The [[Ideoligion#Transhumanist|transhumanist]] ideology{{IdeologyIcon}} includes a need for age reversal after pawns reach age 25.&lt;br /&gt;
&lt;br /&gt;
In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's. Carcinomas can be treated without needing to resort to [[Healer mech serum]] or [[Bionics|bionic]] replacements.&lt;br /&gt;
&lt;br /&gt;
Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous [[Children#Stats|statistics]] lower than a fully grown pawn, notably a [[Global Work Speed]] of .83, a move speed of 0.95x, and a higher risk of [[Overdose]] and [[Drugs#Addiction|Addiction]] from reduced body size. Pawns under 16 cannot have children of their own.  &lt;br /&gt;
&lt;br /&gt;
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age. &amp;lt;!--Ideally we'd get a nice table or graph of ritual quality to years transferred whipped together but I currently lack the motivation. Every 4% ritual quality = 1 year transferred. --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required {{Icon small|bioferrite||20}} [[bioferrite]] per ritual. If bioferrite is im surplus, then Skip Abductions can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a Chronophagy in any given year.&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Psychic_Sensitivity_Factor_Table&amp;diff=146623</id>
		<title>Template:Psychic Sensitivity Factor Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Psychic_Sensitivity_Factor_Table&amp;diff=146623"/>
		<updated>2024-06-21T17:40:42Z</updated>

		<summary type="html">&lt;p&gt;Crow: Added bioferrite equipment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-align: center}}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! data-sort-type=number | Sensitivity Bonus&lt;br /&gt;
! data-sort-type=number | Sensitivity Multiplier&lt;br /&gt;
! data-sort-type=number | Neural Heat Limit {{ref label|Neural Heat|C}}&lt;br /&gt;
! data-sort-type=number | Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Sight]]&lt;br /&gt;
| Capacity&lt;br /&gt;
| data-sort-value=&amp;quot;+50%&amp;quot; | {{+|0 – 50%}}{{ref label|Sight|B}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 50/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|0 - {{#expr: 50/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychically hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|80%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 80/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Psychically sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|40%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 40/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychically dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|50%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{--|{{#expr: 50/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychically deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|100%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{--|{{#expr: 100/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| {{--|90%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{--|{{#expr: 90/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| {{+|5%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 5/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| {{+|0.033}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| {{+|5%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 5/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| {{+|0.033}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| {{+|5%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 5/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| {{+|0.033}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| {{+|5%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 5/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| {{+|0.033}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| {{+|5%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 5/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| {{+|0.033}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| {{+|5%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 5/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| {{+|0.033}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| data-sort-value=&amp;quot;+15%&amp;quot; | {{+|5 – 15%}} {{ref label|Quality|Q}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 15/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 5/100 * 30 * 2.6666 round 0}} – {{#expr: 15/100 * 30 * 2.6666 round 0}}}} {{ref label|Quality|Q}}&lt;br /&gt;
| {{+|0.033}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| data-sort-value=&amp;quot;+23%&amp;quot; | {{+|8 – 23%}} {{ref label|Quality|Q}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 23/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 8/100 * 30 * 2.6666 round 0}} – {{#expr: 23/100 * 30 * 2.6666 round 0}}}} {{ref label|Quality|Q}}&lt;br /&gt;
| {{+|0.05}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| data-sort-value=&amp;quot;+30%&amp;quot; | {{+|10 – 30%}} {{ref label|Quality|Q}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 30/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 10/100 * 30 * 2.6666 round 0}} – {{#expr: 30/100 * 30 * 2.6666 round 0}}}} {{ref label|Quality|Q}}&lt;br /&gt;
| {{+|0.083}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| data-sort-value=&amp;quot;+23%&amp;quot; | {{+|8 – 23%}} {{ref label|Quality|Q}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 23/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 8/100 * 30 * 2.6666 round 0}} – {{#expr: 23/100 * 30 * 2.6666 round 0}}}} {{ref label|Quality|Q}}&lt;br /&gt;
| {{+|0.066}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| data-sort-value=&amp;quot;+60%&amp;quot; | {{+|20 – 60%}} {{ref label|Quality|Q}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 60/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 20/100 * 30 * 2.6666 round 0}} – {{#expr: 60/100 * 30 * 2.6666 round 0}}}} {{ref label|Quality|Q}}&lt;br /&gt;
| {{+|0.091}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| data-sort-value=&amp;quot;+75%&amp;quot; | {{+|25 – 75%}} {{ref label|Quality|Q}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 75/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 25/100 * 30 * 2.6666 round 0}} – {{#expr: 75/100 * 30 * 2.6666 round 0}}}} {{ref label|Quality|Q}}&lt;br /&gt;
| {{+|0.083}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| {{+|40%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 40/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| {{+|20%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 20/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| {{--|15%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{--|{{#expr: 15/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| {{--|30%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{--|{{#expr: 30/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| data-sort-value=&amp;quot;+0%&amp;quot; |-&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+0%&amp;quot; |-&lt;br /&gt;
| {{+|0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| {{+|25%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 25/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{IdeologyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Blindsight#Blind psysense: Strong|Blinded with blind psysense]]&lt;br /&gt;
| Condition&lt;br /&gt;
| {{+|30%}}{{ref label|Stacking|D}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 30/100 * 30 * 2.6666 round 0}}}}{{ref label|Stacking|D}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Genes#Psychic bonding|Psychic bonding]]&lt;br /&gt;
| Gene&lt;br /&gt;
| data-sort-value=&amp;quot;+10%&amp;quot; | {{+|5 – 10%}}{{ref label|Bonding|E}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 10/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 5/100 * 30 * 2.6666 round 0}} – {{#expr: 10/100 * 30 * 2.6666 round 0}}}}{{ref label|Bonding|E}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Genes#Psy-sensitive|Psy-sensitive]]&lt;br /&gt;
| Gene&lt;br /&gt;
| {{+|20%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 20/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| {{+|0.1}}&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Genes#Super psy-sensitive|Super psy-sensitive]]&lt;br /&gt;
| Gene&lt;br /&gt;
| {{+|40%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 40/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| {{+|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychofluid pump]] &lt;br /&gt;
| Deathrest building&lt;br /&gt;
| data-sort-value=&amp;quot;+100%&amp;quot; | {{+|25 – 100%}} {{ref label|Building|DR}}&lt;br /&gt;
| -&lt;br /&gt;
| data-sort-value=&amp;quot;+{{#expr: 80/100 * 30 * 2.6666 round 0}}&amp;quot; | {{+|{{#expr: 25/100 * 30 * 2.6666 round 0}} – {{#expr: 100/100 * 30 * 2.6666 round 0}}}} {{ref label|Building|DR}}&lt;br /&gt;
| data-sort-value=&amp;quot;+0.2&amp;quot; |  {{+|0.05 - 0.2}}&lt;br /&gt;
|-&lt;br /&gt;
! {{BiotechIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Deathrest|Deathrest exhaustion]] &lt;br /&gt;
| Condition&lt;br /&gt;
| {{--|100%}}&lt;br /&gt;
| -&lt;br /&gt;
| {{--|{{#expr: 100/100 * 30 * 2.6666 round 0}}}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{AnomalyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic rituals|Psychophage]] &lt;br /&gt;
| Condition&lt;br /&gt;
| {{+|50%}} {{ref label|Ritual|P}}&lt;br /&gt;
| -&lt;br /&gt;
| {{+|{{#expr: 50/100 * 30 * 2.6666 round 0}}}} {{ref label|Ritual|P}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{AnomalyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic rituals|Psychically dead]] &lt;br /&gt;
| Condition&lt;br /&gt;
| -&lt;br /&gt;
| {{Bad|×0%}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{AnomalyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Void monolith|Void touched]]&lt;br /&gt;
| Condition&lt;br /&gt;
| -&lt;br /&gt;
| {{Good|×200%}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! {{AnomalyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Bioferrite]] equipment&lt;br /&gt;
| Apparel / Weapon&lt;br /&gt;
| -&lt;br /&gt;
| {{Good|×106 - 120%}} {{ref label|QualityBioferrite|QB}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity persona weapon traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Sight|B}} [[Sight]] capacity provides is a 1% bonus for each percentage point ''below'' 50% sight. i.e. 20% Sight results in a bonus of +30% psychic sensitivity, while total blindness at 0% Sight provides +50% sensitivity.&lt;br /&gt;
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.&lt;br /&gt;
:{{note|Stacking|D}} Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80% to sensitivity and a +64 to neural heat limit.&lt;br /&gt;
:{{note|Bonding|E}} When psychically bonded to a pawn, +10% to psychic sensitivity and +8 to neural heat limit while they are on the same map, otherwise +5% and +4.&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5× -&amp;gt; 0.66× -&amp;gt; 0.83× -&amp;gt; 1.00× -&amp;gt; 1.16× -&amp;gt; 1.32× -&amp;gt; 1.5×. Note that Normal quality is not 1.00×&lt;br /&gt;
:{{note|QualityBioferrite|QB}} Value scales with [[Quality]]. 1.06x -&amp;gt; 1.08x -&amp;gt; 1.1x -&amp;gt; 1.13x -&amp;gt; 1.15x -&amp;gt; 1.17x -&amp;gt; 1.20x. Note that Normal quality is not 1.00×&lt;br /&gt;
:{{note|Building|DR}} Each pump stacks additively, up to a maximum of 4 times.&lt;br /&gt;
:{{note|Ritual|P}} Despite Psychophagy stating that it consumes the psychic sensitivity of the target, neither the target nor invoker's sensitivity affect the result of the ritual, which is always a flat +50% bonus. The invoker's sensitivity does contribute to ritual quality, which increases the duration of the buff.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category: Customized table templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=146085</id>
		<title>Psychic rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=146085"/>
		<updated>2024-05-28T19:10:05Z</updated>

		<summary type="html">&lt;p&gt;Crow: Phagy rituals apply guilt moodlet to participants.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Missing information}}&lt;br /&gt;
'''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]]. They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. [[Ghoul]]s, Psychically Deaf pawns and [[Psychically Dead]] pawns cannot be a participant '''nor''' the target of a ritual.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.&lt;br /&gt;
&lt;br /&gt;
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.&lt;br /&gt;
&lt;br /&gt;
The quality of any ritual is based on the following factors.&lt;br /&gt;
&lt;br /&gt;
-The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of  {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity. The Psychic Sensitivity of any Chanters do not affect the outcome.&lt;br /&gt;
&lt;br /&gt;
-The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.&lt;br /&gt;
&lt;br /&gt;
-The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.&lt;br /&gt;
&lt;br /&gt;
-The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.&lt;br /&gt;
&lt;br /&gt;
-Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)&lt;br /&gt;
&lt;br /&gt;
== List of rituals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot;&lt;br /&gt;
! width=64px height=64px | Void provocation&amp;lt;br&amp;gt;[[File:Void provocation.png|64px|link=|alt=Void provocation]]&lt;br /&gt;
| ''Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.''&lt;br /&gt;
----&lt;br /&gt;
* Causes an entity event to occur between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify|Verify time until event - note that some are not announced and may be difficult to get exact times}} after completion of the ritual.{{Check Tag|Details|How is it selected, what can be chosen specifically, etc}}&lt;br /&gt;
* Ritual quality dependent chance to fall into [[dark psychic shock]]{{Check Tag|Verify hediff|verify this is the correct hediff name, and if it is, leave the redlink and a destination will be created for it}}, being rendered unconscious for between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dark psychic shock chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of psychic shock (%)|x=0,50,90,100|y=90,25,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| ''None''&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw animals&amp;lt;br&amp;gt;[[File:Draw animals.png|64px|link=|alt=Draw animals]]&lt;br /&gt;
| ''Create a psychic pulse which draws a distant herd of [[animal]]s to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract [[scaria]]-infected manhunters''&lt;br /&gt;
----&lt;br /&gt;
* Causes a herd{{Check Tag|Detail|What constitutes a herd}} of animals{{Check Tag|Detail|What animals can be selected, does it depend on current biome?}} to enter the map.{{Check Tag|Detail}}&lt;br /&gt;
* Ritual quality dependent chance for drawn animals to be [[manhunter]]s infected with [[scaria]]. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be. Deliberately conducting a poor quality ritual to summon manhunters can be helpful if the player needs to deal with another threat such as sieges and mech clusters.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Manhunter chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of manhunters (%)|x=0,75,90,100|y=75,10,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||10}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw shamblers&amp;lt;br&amp;gt;[[File:Draw shamblers.png|64px|link=|alt=Draw shamblers]]&lt;br /&gt;
| ''Create a psychic pulse which will draw a distant horde of [[shambler|animated corpses]] to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study. ''&lt;br /&gt;
----&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Chronophagy&amp;lt;br&amp;gt;[[File:Chronophagy.png|64px|link=|alt=Chronophagy]]&lt;br /&gt;
| ''Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases the number of years transferred&lt;br /&gt;
* Cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Has a chance at removing one{{Check Tag|?|or more?}} of the Invoker's scars and any age-related illnesses.&lt;br /&gt;
* Target can gain age-related illnesses, with a chance of dying outright if aged beyond their Life expectancy.&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guild thought for participants. Thought is nullified by [[Psychopath]] and [[Inhumanized]] traits, as well as [[Ideoligion#Psychic_rituals|Psychic rituals]] : Exalted precept. &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Psychophagy&amp;lt;br&amp;gt;[[File:Psychophagy.png|64px|link=|alt=Psychophagy]]&lt;br /&gt;
| ''Consume the [[psychic sensitivity]] of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target gains the [[Psychically Dead]] trait and suffers from Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* 1 day gained per 1% ritual quality&lt;br /&gt;
* Grants 50% psychic sensitivity to the invoker for the duration of the effect.&lt;br /&gt;
* Has a chance of liquefying targets brain, killing them in the process. &lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guild thought for participants. Thought is nullified by [[Psychopath]] and [[Inhumanized]] traits, as well as [[Ideoligion#Psychic_rituals|Psychic rituals]] : Exalted precept. &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! width=64px height=64px | Skip abduction&amp;lt;br&amp;gt;[[File:Skip abduction.png|64px|link=|alt=Skip abduction]]&lt;br /&gt;
| ''Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a &amp;quot;short&amp;quot; coma.''&lt;br /&gt;
----&lt;br /&gt;
* Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||60}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw fleshbeasts&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw fleshbeasts&amp;lt;br&amp;gt;[[File:Summon fleshbeasts.png|64px|link=|alt=Draw fleshbeasts]]&lt;br /&gt;
| ''Create a psychic pulse which will draw [[fleshbeasts]] to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.'' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
* Increases number of fleshbeasts summoned&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||50}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot;&lt;br /&gt;
! width=64px height=64px | Provoke pit gate&amp;lt;br&amp;gt;[[File:Provoke pit gate.png|64px|link=|alt=Provoke pit gate]]&lt;br /&gt;
| ''Perform a psychic ritual which causes underground [[fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a [[Pit_gate|fleshbeast-infested cavern]] which can be explored for resources. ''&lt;br /&gt;
----&lt;br /&gt;
* A higher-quality ritual will attract more fleshbeasts.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|2700000}}&lt;br /&gt;
| {{Icon small|Bioferrite||75}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Imbue death refusal&amp;quot;&lt;br /&gt;
! width=64px height=64px | Imbue death refusal&amp;lt;br&amp;gt;[[File:Imbue death refusal.png|64px|link=|alt=Imbue death refusal]]&lt;br /&gt;
| ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. ''&lt;br /&gt;
----&lt;br /&gt;
*Quality reduces the skill loss that the target suffers from the ritual.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|900000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Philophagy&amp;lt;br&amp;gt;[[File:Philophagy.png|64px|link=|alt=Philophagy]]&lt;br /&gt;
| ''Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest [[Skill]]. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases experience transferred.&lt;br /&gt;
* Base level of skill is taken into account, before modifiers from {{BiotechIcon}} aptitude [[genes]]&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guild thought for participants. Thought is nullified by [[Psychopath]] and [[Inhumanized]] traits, as well as [[Ideoligion#Psychic_rituals|Psychic rituals]] : Exalted precept. &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Pleasure pulse&amp;lt;br&amp;gt;[[File:Pleasure pulse.png|64px|link=|alt=Pleasure pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases effect duration.&lt;br /&gt;
* {{+|12}} mood, scaled by [[Psychic sensitivity]] of each pawn&lt;br /&gt;
* [[Global Work Speed]] x 80% &lt;br /&gt;
* Increases chance of lovin&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Neurosis pulse&amp;lt;br&amp;gt;[[File:Neurosis pulse.png|64px|link=|alt=Neurosis pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region work faster but become more irritable.'' &lt;br /&gt;
----&lt;br /&gt;
* Quality increases effect duration.&lt;br /&gt;
* Mental break threshold +8% &lt;br /&gt;
* [[Global work speed]] x 150%&lt;br /&gt;
* Recreation fall rate x50% &lt;br /&gt;
* No negative moodlet&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! width=64px height=64px | Blood rain&amp;lt;br&amp;gt;[[File:Psychic ritual - Blood rain.png|64px|link=|alt=Blood rain]]&lt;br /&gt;
| ''Perform a psychic ritual which causes blood-like [[psychofluid]] to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases duration of blood rain.&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|1500000}}&lt;br /&gt;
| {{Icon small|Bioferrite||70}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! width=64px height=64px | Brainwipe&amp;lt;br&amp;gt;[[File:Brainwipe.png|64px|link=|alt=Brainwipe]]&lt;br /&gt;
| ''Erase a person's memories. Traumatic memories will be forgotten. [[Prisoners]] will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.''&lt;br /&gt;
----&lt;br /&gt;
* Removes:{{Check Tag|Detail|More/better explanations of what this means are needed}}&lt;br /&gt;
** Timed [[thought]]s{{Check Tag|+ve &amp;amp; -ve?}}&lt;br /&gt;
** Timed [[opinion]]s{{Check Tag|+ve &amp;amp; -ve?}}&lt;br /&gt;
** [[Resistance]]&lt;br /&gt;
** [[Will]]{{IdeologyIcon}}&lt;br /&gt;
** [[Unwaveringly loyal|Unwavering loyalty ]]&lt;br /&gt;
** [[Certainty]]{{IdeologyIcon}}&lt;br /&gt;
** Inhumanization&lt;br /&gt;
* Quality decreases the duration of the induced coma&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|1200000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPC rituals == &lt;br /&gt;
{{Stub|section=1|reason=Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized}}&lt;br /&gt;
NPCs have their own similar, but mechanically unique psychic rituals&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Intentionally bad rituals ===&lt;br /&gt;
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality [[Draw animals]] has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute [[psychic animal pulser]] for the cost of {{Icon small|bioferrite||10}} [[bioferrite]]. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shambler hordes also always have one member carrying a [[Shard]], which is likewise easier to get hold of from a smaller group. As many stats (noticeably [[Global Work Speed]]) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well.&lt;br /&gt;
&lt;br /&gt;
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero [[psychic sensitivity]]. A [[psychically deaf]] pawn equipped with a single item of [[prestige armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=146084</id>
		<title>Psychic rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=146084"/>
		<updated>2024-05-28T18:38:28Z</updated>

		<summary type="html">&lt;p&gt;Crow: Philophagy ignores skill modifiers from genes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Missing information}}&lt;br /&gt;
'''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]]. They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. [[Ghoul]]s, Psychically Deaf pawns and [[Psychically Dead]] pawns cannot be a participant '''nor''' the target of a ritual.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.&lt;br /&gt;
&lt;br /&gt;
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.&lt;br /&gt;
&lt;br /&gt;
The quality of any ritual is based on the following factors.&lt;br /&gt;
&lt;br /&gt;
-The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of  {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity. The Psychic Sensitivity of any Chanters do not affect the outcome.&lt;br /&gt;
&lt;br /&gt;
-The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.&lt;br /&gt;
&lt;br /&gt;
-The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.&lt;br /&gt;
&lt;br /&gt;
-The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.&lt;br /&gt;
&lt;br /&gt;
-Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)&lt;br /&gt;
&lt;br /&gt;
== List of rituals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot;&lt;br /&gt;
! width=64px height=64px | Void provocation&amp;lt;br&amp;gt;[[File:Void provocation.png|64px|link=|alt=Void provocation]]&lt;br /&gt;
| ''Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.''&lt;br /&gt;
----&lt;br /&gt;
* Causes an entity event to occur between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify|Verify time until event - note that some are not announced and may be difficult to get exact times}} after completion of the ritual.{{Check Tag|Details|How is it selected, what can be chosen specifically, etc}}&lt;br /&gt;
* Ritual quality dependent chance to fall into [[dark psychic shock]]{{Check Tag|Verify hediff|verify this is the correct hediff name, and if it is, leave the redlink and a destination will be created for it}}, being rendered unconscious for between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dark psychic shock chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of psychic shock (%)|x=0,50,90,100|y=90,25,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| ''None''&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw animals&amp;lt;br&amp;gt;[[File:Draw animals.png|64px|link=|alt=Draw animals]]&lt;br /&gt;
| ''Create a psychic pulse which draws a distant herd of [[animal]]s to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract [[scaria]]-infected manhunters''&lt;br /&gt;
----&lt;br /&gt;
* Causes a herd{{Check Tag|Detail|What constitutes a herd}} of animals{{Check Tag|Detail|What animals can be selected, does it depend on current biome?}} to enter the map.{{Check Tag|Detail}}&lt;br /&gt;
* Ritual quality dependent chance for drawn animals to be [[manhunter]]s infected with [[scaria]]. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be. Deliberately conducting a poor quality ritual to summon manhunters can be helpful if the player needs to deal with another threat such as sieges and mech clusters.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Manhunter chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of manhunters (%)|x=0,75,90,100|y=75,10,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||10}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw shamblers&amp;lt;br&amp;gt;[[File:Draw shamblers.png|64px|link=|alt=Draw shamblers]]&lt;br /&gt;
| ''Create a psychic pulse which will draw a distant horde of [[shambler|animated corpses]] to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study. ''&lt;br /&gt;
----&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Chronophagy&amp;lt;br&amp;gt;[[File:Chronophagy.png|64px|link=|alt=Chronophagy]]&lt;br /&gt;
| ''Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases the number of years transferred&lt;br /&gt;
* Cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Has a chance at removing one{{Check Tag|?|or more?}} of the Invoker's scars and any age-related illnesses.&lt;br /&gt;
* Target can gain age-related illnesses, with a chance of dying outright if aged beyond their Life expectancy.&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Psychophagy&amp;lt;br&amp;gt;[[File:Psychophagy.png|64px|link=|alt=Psychophagy]]&lt;br /&gt;
| ''Consume the [[psychic sensitivity]] of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target gains the [[Psychically Dead]] trait and suffers from Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* 1 day gained per 1% ritual quality&lt;br /&gt;
* Grants 50% psychic sensitivity to the invoker for the duration of the effect.&lt;br /&gt;
* Has a chance of liquefying targets brain, killing them in the process. &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! width=64px height=64px | Skip abduction&amp;lt;br&amp;gt;[[File:Skip abduction.png|64px|link=|alt=Skip abduction]]&lt;br /&gt;
| ''Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a &amp;quot;short&amp;quot; coma.''&lt;br /&gt;
----&lt;br /&gt;
* Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||60}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw fleshbeasts&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw fleshbeasts&amp;lt;br&amp;gt;[[File:Summon fleshbeasts.png|64px|link=|alt=Draw fleshbeasts]]&lt;br /&gt;
| ''Create a psychic pulse which will draw [[fleshbeasts]] to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.'' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
* Increases number of fleshbeasts summoned&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||50}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot;&lt;br /&gt;
! width=64px height=64px | Provoke pit gate&amp;lt;br&amp;gt;[[File:Provoke pit gate.png|64px|link=|alt=Provoke pit gate]]&lt;br /&gt;
| ''Perform a psychic ritual which causes underground [[fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a [[Pit_gate|fleshbeast-infested cavern]] which can be explored for resources. ''&lt;br /&gt;
----&lt;br /&gt;
* A higher-quality ritual will attract more fleshbeasts.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|2700000}}&lt;br /&gt;
| {{Icon small|Bioferrite||75}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Imbue death refusal&amp;quot;&lt;br /&gt;
! width=64px height=64px | Imbue death refusal&amp;lt;br&amp;gt;[[File:Imbue death refusal.png|64px|link=|alt=Imbue death refusal]]&lt;br /&gt;
| ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. ''&lt;br /&gt;
----&lt;br /&gt;
*Quality reduces the skill loss that the target suffers from the ritual.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|900000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Philophagy&amp;lt;br&amp;gt;[[File:Philophagy.png|64px|link=|alt=Philophagy]]&lt;br /&gt;
| ''Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest [[Skill]]. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases experience transferred.&lt;br /&gt;
* Base level of skill is taken into account, before modifiers from {{BiotechIcon}} aptitude [[genes]]&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Pleasure pulse&amp;lt;br&amp;gt;[[File:Pleasure pulse.png|64px|link=|alt=Pleasure pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases effect duration.&lt;br /&gt;
* {{+|12}} mood, scaled by [[Psychic sensitivity]] of each pawn&lt;br /&gt;
* [[Global Work Speed]] x 80% &lt;br /&gt;
* Increases chance of lovin&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Neurosis pulse&amp;lt;br&amp;gt;[[File:Neurosis pulse.png|64px|link=|alt=Neurosis pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region work faster but become more irritable.'' &lt;br /&gt;
----&lt;br /&gt;
* Quality increases effect duration.&lt;br /&gt;
* Mental break threshold +8% &lt;br /&gt;
* [[Global work speed]] x 150%&lt;br /&gt;
* Recreation fall rate x50% &lt;br /&gt;
* No negative moodlet&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! width=64px height=64px | Blood rain&amp;lt;br&amp;gt;[[File:Psychic ritual - Blood rain.png|64px|link=|alt=Blood rain]]&lt;br /&gt;
| ''Perform a psychic ritual which causes blood-like [[psychofluid]] to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases duration of blood rain.&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|1500000}}&lt;br /&gt;
| {{Icon small|Bioferrite||70}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! width=64px height=64px | Brainwipe&amp;lt;br&amp;gt;[[File:Brainwipe.png|64px|link=|alt=Brainwipe]]&lt;br /&gt;
| ''Erase a person's memories. Traumatic memories will be forgotten. [[Prisoners]] will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.''&lt;br /&gt;
----&lt;br /&gt;
* Removes:{{Check Tag|Detail|More/better explanations of what this means are needed}}&lt;br /&gt;
** Timed [[thought]]s{{Check Tag|+ve &amp;amp; -ve?}}&lt;br /&gt;
** Timed [[opinion]]s{{Check Tag|+ve &amp;amp; -ve?}}&lt;br /&gt;
** [[Resistance]]&lt;br /&gt;
** [[Will]]{{IdeologyIcon}}&lt;br /&gt;
** [[Unwaveringly loyal|Unwavering loyalty ]]&lt;br /&gt;
** [[Certainty]]{{IdeologyIcon}}&lt;br /&gt;
** Inhumanization&lt;br /&gt;
* Quality decreases the duration of the induced coma&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|1200000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPC rituals == &lt;br /&gt;
{{Stub|section=1|reason=Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized}}&lt;br /&gt;
NPCs have their own similar, but mechanically unique psychic rituals&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Intentionally bad rituals ===&lt;br /&gt;
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality [[Draw animals]] has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute [[psychic animal pulser]] for the cost of {{Icon small|bioferrite||10}} [[bioferrite]]. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shambler hordes also always have one member carrying a [[Shard]], which is likewise easier to get hold of from a smaller group. As many stats (noticeably [[Global Work Speed]]) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well.&lt;br /&gt;
&lt;br /&gt;
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero [[psychic sensitivity]]. A [[psychically deaf]] pawn equipped with a single item of [[prestige armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=145949</id>
		<title>Psychic rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=145949"/>
		<updated>2024-05-20T22:47:12Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Missing information}}&lt;br /&gt;
'''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]]. They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. [[Ghoul]]s, Psychically Deaf pawns and [[Psychically Dead]] pawns cannot be a participant '''nor''' the target of a ritual.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.&lt;br /&gt;
&lt;br /&gt;
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.&lt;br /&gt;
&lt;br /&gt;
The quality of any ritual is based on the following factors.&lt;br /&gt;
&lt;br /&gt;
-The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of  {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity. The Psychic Sensitivity of any Chanters do not affect the outcome.&lt;br /&gt;
&lt;br /&gt;
-The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.&lt;br /&gt;
&lt;br /&gt;
-The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.&lt;br /&gt;
&lt;br /&gt;
-The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.&lt;br /&gt;
&lt;br /&gt;
-Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)&lt;br /&gt;
&lt;br /&gt;
== List of rituals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot;&lt;br /&gt;
! width=64px height=64px | Void provocation&amp;lt;br&amp;gt;[[File:Void provocation.png|64px|link=|alt=Void provocation]]&lt;br /&gt;
| ''Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.''&lt;br /&gt;
----&lt;br /&gt;
* Causes an entity event to occur between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify|Verify time until event - note that some are not announced and may be difficult to get exact times}} after completion of the ritual.{{Check Tag|Details|How is it selected, what can be chosen specifically, etc}}&lt;br /&gt;
* Ritual quality dependent chance to fall into [[dark psychic shock]]{{Check Tag|Verify hediff|verify this is the correct hediff name, and if it is, leave the redlink and a destination will be created for it}}, being rendered unconscious for between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dark psychic shock chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of psychic shock (%)|x=0,50,90,100|y=90,25,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| ''None''&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw animals&amp;lt;br&amp;gt;[[File:Draw animals.png|64px|link=|alt=Draw animals]]&lt;br /&gt;
| ''Create a psychic pulse which draws a distant herd of [[animal]]s to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract [[scaria]]-infected manhunters''&lt;br /&gt;
----&lt;br /&gt;
* Causes a herd{{Check Tag|Detail|What constitutes a herd}} of animals{{Check Tag|Detail|What animals can be selected, does it depend on current biome?}} to enter the map.{{Check Tag|Detail}}&lt;br /&gt;
* Ritual quality dependent chance for drawn animals to be [[manhunter]]s infected with [[scaria]]. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be. Deliberately conducting a poor quality ritual to summon manhunters can be helpful if the player needs to deal with another threat such as sieges and mech clusters.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Manhunter chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of manhunters (%)|x=0,75,90,100|y=75,10,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||10}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw shamblers&amp;lt;br&amp;gt;[[File:Draw shamblers.png|64px|link=|alt=Draw shamblers]]&lt;br /&gt;
| ''Create a psychic pulse which will draw a distant horde of [[shambler|animated corpses]] to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study. ''&lt;br /&gt;
----&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Chronophagy&amp;lt;br&amp;gt;[[File:Chronophagy.png|64px|link=|alt=Chronophagy]]&lt;br /&gt;
| ''Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases the number of years transferred&lt;br /&gt;
* Cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Has a chance at removing one{{Check Tag|?|or more?}} of the Invoker's scars and any age-related illnesses.&lt;br /&gt;
* Target can gain age-related illnesses, with a chance of dying outright if aged beyond their Life expectancy.&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Psychophagy&amp;lt;br&amp;gt;[[File:Psychophagy.png|64px|link=|alt=Psychophagy]]&lt;br /&gt;
| ''Consume the [[psychic sensitivity]] of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target gains the [[Psychically Dead]] trait and suffers from Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* 1 day gained per 1% ritual quality&lt;br /&gt;
* Grants 50% psychic sensitivity to the invoker for the duration of the effect.&lt;br /&gt;
* Has a chance of liquefying targets brain, killing them in the process. &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! width=64px height=64px | Skip abduction&amp;lt;br&amp;gt;[[File:Skip abduction.png|64px|link=|alt=Skip abduction]]&lt;br /&gt;
| ''Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a &amp;quot;short&amp;quot; coma.''&lt;br /&gt;
----&lt;br /&gt;
* Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||60}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw fleshbeasts&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw fleshbeasts&amp;lt;br&amp;gt;[[File:Summon fleshbeasts.png|64px|link=|alt=Draw fleshbeasts]]&lt;br /&gt;
| ''Create a psychic pulse which will draw [[fleshbeasts]] to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.'' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
* Increases number of fleshbeasts summoned&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||50}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot;&lt;br /&gt;
! width=64px height=64px | Provoke pit gate&amp;lt;br&amp;gt;[[File:Provoke pit gate.png|64px|link=|alt=Provoke pit gate]]&lt;br /&gt;
| ''Perform a psychic ritual which causes underground [[fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a [[Pit_gate|fleshbeast-infested cavern]] which can be explored for resources. ''&lt;br /&gt;
----&lt;br /&gt;
* A higher-quality ritual will attract more fleshbeasts.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|2700000}}&lt;br /&gt;
| {{Icon small|Bioferrite||75}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Imbue death refusal&amp;quot;&lt;br /&gt;
! width=64px height=64px | Imbue death refusal&amp;lt;br&amp;gt;[[File:Imbue death refusal.png|64px|link=|alt=Imbue death refusal]]&lt;br /&gt;
| ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. ''&lt;br /&gt;
----&lt;br /&gt;
*Quality reduces the skill loss that the target suffers from the ritual.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|900000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Philophagy&amp;lt;br&amp;gt;[[File:Philophagy.png|64px|link=|alt=Philophagy]]&lt;br /&gt;
| ''Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest [[Skill]]. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases experience transferred.&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Pleasure pulse&amp;lt;br&amp;gt;[[File:Pleasure pulse.png|64px|link=|alt=Pleasure pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases effect duration.&lt;br /&gt;
* {{+|12}} mood, scaled by [[Psychic sensitivity]] of each pawn&lt;br /&gt;
* [[Global Work Speed]] x 80% &lt;br /&gt;
* Increases chance of lovin&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Neurosis pulse&amp;lt;br&amp;gt;[[File:Neurosis pulse.png|64px|link=|alt=Neurosis pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region work faster but become more irritable.'' &lt;br /&gt;
----&lt;br /&gt;
* Quality increases effect duration.&lt;br /&gt;
* Mental break threshold +8% &lt;br /&gt;
* [[Global work speed]] x 150%&lt;br /&gt;
* Recreation fall rate x50% &lt;br /&gt;
* No negative moodlet&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! width=64px height=64px | Blood rain&amp;lt;br&amp;gt;[[File:Psychic ritual - Blood rain.png|64px|link=|alt=Blood rain]]&lt;br /&gt;
| ''Perform a psychic ritual which causes blood-like [[psychofluid]] to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases duration of blood rain.&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|1500000}}&lt;br /&gt;
| {{Icon small|Bioferrite||70}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! width=64px height=64px | Brainwipe&amp;lt;br&amp;gt;[[File:Brainwipe.png|64px|link=|alt=Brainwipe]]&lt;br /&gt;
| ''Erase a person's memories. Traumatic memories will be forgotten. [[Prisoners]] will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.''&lt;br /&gt;
----&lt;br /&gt;
* Removes:{{Check Tag|Detail|More/better explanations of what this means are needed}}&lt;br /&gt;
** Timed [[thought]]s{{Check Tag|+ve &amp;amp; -ve?}}&lt;br /&gt;
** Timed [[opinion]]s{{Check Tag|+ve &amp;amp; -ve?}}&lt;br /&gt;
** [[Resistance]]&lt;br /&gt;
** [[Will]]{{IdeologyIcon}}&lt;br /&gt;
** [[Unwaveringly loyal|Unwavering loyalty ]]&lt;br /&gt;
** [[Certainty]]{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
* Quality decreases the duration of the induced coma&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|1200000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPC rituals == &lt;br /&gt;
{{Stub|section=1|reason=Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized}}&lt;br /&gt;
NPCs have their own similar, but mechanically unique psychic rituals&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Intentionally bad rituals ===&lt;br /&gt;
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality [[Draw animals]] has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute [[psychic animal pulser]] for the cost of {{Icon small|bioferrite||10}} [[bioferrite]]. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shambler hordes also always have one member carrying a [[Shard]], which is likewise easier to get hold of from a smaller group. As many stats (noticeably [[Global Work Speed]]) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well.&lt;br /&gt;
&lt;br /&gt;
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero [[psychic sensitivity]]. A [[psychically deaf]] pawn equipped with a single item of [[prestige armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=145639</id>
		<title>Psychic rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=145639"/>
		<updated>2024-05-11T22:30:40Z</updated>

		<summary type="html">&lt;p&gt;Crow: Basic stats for pulses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Missing information}}&lt;br /&gt;
'''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]]. They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. [[Ghoul]]s, Psychically Deaf pawns and [[Psychically Dead]] pawns cannot be a participant '''nor''' the target of a ritual.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.&lt;br /&gt;
&lt;br /&gt;
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.&lt;br /&gt;
&lt;br /&gt;
The quality of any ritual is based on the following factors.&lt;br /&gt;
&lt;br /&gt;
-The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of  {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity. The Psychic Sensitivity of any Chanters do not affect the outcome.&lt;br /&gt;
&lt;br /&gt;
-The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.&lt;br /&gt;
&lt;br /&gt;
-The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.&lt;br /&gt;
&lt;br /&gt;
-The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.&lt;br /&gt;
&lt;br /&gt;
-Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)&lt;br /&gt;
&lt;br /&gt;
== List of rituals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot;&lt;br /&gt;
! width=64px height=64px | Void provocation&amp;lt;br&amp;gt;[[File:Void provocation.png|64px|link=|alt=Void provocation]]&lt;br /&gt;
| ''Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.''&lt;br /&gt;
----&lt;br /&gt;
* Causes an entity event to occur between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify|Verify time until event - note that some are not announced and may be difficult to get exact times}} after completion of the ritual.{{Check Tag|Details|How is it selected, what can be chosen specifically, etc}}&lt;br /&gt;
* Ritual quality dependent chance to fall into [[dark psychic shock]]{{Check Tag|Verify hediff|verify this is the correct hediff name, and if it is, leave the redlink and a destination will be created for it}}, being rendered unconscious for between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dark psychic shock chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of psychic shock (%)|x=0,50,90,100|y=90,25,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| ''None''&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw animals&amp;lt;br&amp;gt;[[File:Draw animals.png|64px|link=|alt=Draw animals]]&lt;br /&gt;
| ''Create a psychic pulse which draws a distant herd of [[animal]]s to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract [[scaria]]-infected manhunters''&lt;br /&gt;
----&lt;br /&gt;
* Causes a herd{{Check Tag|Detail|What constitutes a herd}} of animals{{Check Tag|Detail|What animals can be selected, does it depend on current biome?}} to enter the map.{{Check Tag|Detail}}&lt;br /&gt;
* Ritual quality dependent chance for drawn animals to be [[manhunter]]s infected with [[scaria]]. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be. Deliberately conducting a poor quality ritual to summon manhunters can be helpful if the player needs to deal with another threat such as sieges and mech clusters.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Manhunter chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of manhunters (%)|x=0,75,90,100|y=75,10,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||10}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw shamblers&amp;lt;br&amp;gt;[[File:Draw shamblers.png|64px|link=|alt=Draw shamblers]]&lt;br /&gt;
| ''Create a psychic pulse which will draw a distant horde of [[shambler|animated corpses]] to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study. ''&lt;br /&gt;
----&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Chronophagy&amp;lt;br&amp;gt;[[File:Chronophagy.png|64px|link=|alt=Chronophagy]]&lt;br /&gt;
| ''Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases the number of years transferred&lt;br /&gt;
* Cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Has a chance at removing one{{Check Tag|?|or more?}} of the Invoker's scars and any age-related illnesses.&lt;br /&gt;
* Target can gain age-related illnesses, with a chance of dying outright if aged beyond their Life expectancy.&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Psychophagy&amp;lt;br&amp;gt;[[File:Psychophagy.png|64px|link=|alt=Psychophagy]]&lt;br /&gt;
| ''Consume the [[psychic sensitivity]] of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target gains the [[Psychically Dead]] trait and suffers from Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* 1 day gained per 1% ritual quality&lt;br /&gt;
* Grants 50% psychic sensitivity to the invoker for the duration of the effect.&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! width=64px height=64px | Skip abduction&amp;lt;br&amp;gt;[[File:Skip abduction.png|64px|link=|alt=Skip abduction]]&lt;br /&gt;
| ''Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a &amp;quot;short&amp;quot; coma.''&lt;br /&gt;
----&lt;br /&gt;
* Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||60}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw fleshbeasts&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw fleshbeasts&amp;lt;br&amp;gt;[[File:Summon fleshbeasts.png|64px|link=|alt=Draw fleshbeasts]]&lt;br /&gt;
| ''Create a psychic pulse which will draw [[fleshbeasts]] to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.'' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
* Increases number of fleshbeasts summoned&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||50}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot;&lt;br /&gt;
! width=64px height=64px | Provoke pit gate&amp;lt;br&amp;gt;[[File:Provoke pit gate.png|64px|link=|alt=Provoke pit gate]]&lt;br /&gt;
| ''Perform a psychic ritual which causes underground [[fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a [[Pit_gate|fleshbeast-infested cavern]] which can be explored for resources. ''&lt;br /&gt;
----&lt;br /&gt;
* A higher-quality ritual will attract more fleshbeasts.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|2700000}}&lt;br /&gt;
| {{Icon small|Bioferrite||75}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Imbue death refusal&amp;quot;&lt;br /&gt;
! width=64px height=64px | Imbue death refusal&amp;lt;br&amp;gt;[[File:Imbue death refusal.png|64px|link=|alt=Imbue death refusal]]&lt;br /&gt;
| ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. ''&lt;br /&gt;
----&lt;br /&gt;
*Quality reduces the skill loss that the target suffers from the ritual.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|900000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Philophagy&amp;lt;br&amp;gt;[[File:Philophagy.png|64px|link=|alt=Philophagy]]&lt;br /&gt;
| ''Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest [[Skill]]. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases experience transferred.&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Pleasure pulse&amp;lt;br&amp;gt;[[File:Pleasure pulse.png|64px|link=|alt=Pleasure pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases effect duration.&lt;br /&gt;
* {{+|12}} mood, scaled by [[Psychic sensitivity]] of each pawn&lt;br /&gt;
* [[Global Work Speed]] x 80% &lt;br /&gt;
* Increases chance of lovin&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Neurosis pulse&amp;lt;br&amp;gt;[[File:Neurosis pulse.png|64px|link=|alt=Neurosis pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region work faster but become more irritable.'' &lt;br /&gt;
----&lt;br /&gt;
* Quality increases effect duration.&lt;br /&gt;
* Mental break threshold +8% &lt;br /&gt;
* [[Global work speed]] x 150%&lt;br /&gt;
* Recreation fall rate x50% &lt;br /&gt;
* No negative moodlet&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! width=64px height=64px | Blood rain&amp;lt;br&amp;gt;[[File:Psychic ritual - Blood rain.png|64px|link=|alt=Blood rain]]&lt;br /&gt;
| ''Perform a psychic ritual which causes blood-like [[psychofluid]] to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases duration of blood rain.&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|1500000}}&lt;br /&gt;
| {{Icon small|Bioferrite||70}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! width=64px height=64px | Brainwipe&amp;lt;br&amp;gt;[[File:Brainwipe.png|64px|link=|alt=Brainwipe]]&lt;br /&gt;
| ''Erase a person's memories. Traumatic memories will be forgotten. [[Prisoners]] will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.''&lt;br /&gt;
----&lt;br /&gt;
* Removes:{{Check Tag|Detail|More/better explanations of what this means are needed}}&lt;br /&gt;
** Timed [[thought]]s{{Check Tag|+ve &amp;amp; -ve?}}&lt;br /&gt;
** Timed [[opinion]]s{{Check Tag|+ve &amp;amp; -ve?}}&lt;br /&gt;
** [[Resistance]]&lt;br /&gt;
** [[Will]]{{IdeologyIcon}}&lt;br /&gt;
** [[Unwaveringly loyal|Unwavering loyalty ]]&lt;br /&gt;
** [[Certainty]]{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
* Quality decreases the duration of the induced coma&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|1200000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPC rituals == &lt;br /&gt;
{{Stub|section=1|reason=Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized}}&lt;br /&gt;
NPCs have their own similar, but mechanically unique psychic rituals&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Intentionally bad rituals ===&lt;br /&gt;
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality [[Draw animals]] has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute [[psychic animal pulser]] for the cost of {{Icon small|bioferrite||10}} [[bioferrite]]. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shambler hordes also always have one member carrying a [[Shard]], which is likewise easier to get hold of from a smaller group. As many stats (noticeably [[Global Work Speed]]) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well.&lt;br /&gt;
&lt;br /&gt;
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero [[psychic sensitivity]]. A [[psychically deaf]] pawn equipped with a single item of [[prestige armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144791</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144791"/>
		<updated>2024-04-29T19:21:50Z</updated>

		<summary type="html">&lt;p&gt;Crow: Added remark on Caravan Loading.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
{{image wanted|reason=Include images of entire explored map as well as individual notable rooms and structures.}}&lt;br /&gt;
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[Warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to access the labyrinth, the colony must have a warped obelisk crash down in a prior event.&lt;br /&gt;
The labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside. There are multiple methods of entering the maze:&lt;br /&gt;
* Let the warped obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly{{Check Tag|verify}}. (15-80 day cooldown)&lt;br /&gt;
* (Verify alternate methods of entry if applicable)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no longer valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze{{Check Tag|verify}}, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[Gray walls]] with [[Gray doors]] connecting them. Some of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take ''X''{{Check Tag|verify}} seconds to open it. Any doors opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The labyrinth are made up of a [[Gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain [[soil]] with [[trees]]{{Check Tag|Add Details|Which trees? Native to home tile biome?}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of an incendiary weaponry or [[campfire]] can raise temperatures above the &amp;quot;outside&amp;quot; levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the labyrinth:&lt;br /&gt;
* [[Endless pit]] - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room may spawn containing a single [[cloth]]{{Check Tag|Verify|Any other materials?}} bedroll and [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]]{{Check Tag|Add Details|Requires page creation and description}} - One-time effect triggers when a pawn comes nearby.  A few patterns seen:&lt;br /&gt;
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.&lt;br /&gt;
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).&lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. Two are guaranteed to spawn within the exit room. A Pawn may open the container which will then drop its contents on the floor nearby. May contain:&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** {{Icon Small|Skull}} [[Skull]]&lt;br /&gt;
** {{Icon Small|Shard}} [[Shard]]&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]{{Check Tag|Verify|This does not appear in the XML, but I haven't tested in-game.}}&lt;br /&gt;
** {{Icon Small|Healer mech serum}} [[Healer mech serum]]&lt;br /&gt;
** {{Icon Small|Disruptor flare pack}} [[Disruptor flare pack]]&lt;br /&gt;
** Artifacts&lt;br /&gt;
*** {{Icon Small|Shard shock lance}} [[Shard shock lance]]&lt;br /&gt;
*** {{Icon Small|Shard insanity lance}} [[Shard insanity lance]]&lt;br /&gt;
*** {{Icon Small|Biomutation lance}} [[Biomutation lance]]&lt;br /&gt;
*** {{Icon Small|Psychic soothe pulser}} [[Psychic soothe pulser]]&lt;br /&gt;
*** {{Icon Small|Psychic animal pulser}} [[Psychic animal pulser]]&lt;br /&gt;
*** {{Icon Small|Shard animal pulser}} [[Shard animal pulser]]&lt;br /&gt;
*** {{Icon Small|Biomutation pulser}} [[Biomutation pulser]]&lt;br /&gt;
** Anomaly serums:&lt;br /&gt;
*** {{Icon Small|Juggernaut serum}} [[Juggernaut serum]]&lt;br /&gt;
*** {{Icon Small|Metalblood serum}} [[Metalblood serum]]&lt;br /&gt;
*** {{Icon Small|Voidsight serum}} [[Voidsight serum]]&lt;br /&gt;
*** {{Icon Small|Mind-numb serum}} [[Mind-numb serum]]&lt;br /&gt;
** Human organs:&lt;br /&gt;
*** {{Icon Small|Heart}} [[Heart]]&lt;br /&gt;
*** {{Icon Small|Kidney}} [[Kidney]]&lt;br /&gt;
*** {{Icon Small|Lung}} [[Lung]]&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within gray boxes (Much like the [[Hermetic crate]]{{IdeologyIcon}}, see above for list of contents), and in the inventories of corpses strewn about the entire map. All clothing will be marked as tainted aside from [[utility]] items.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
Additionally, another type of loot relevant to the player can appear in the form of custom, player-designed Xenotypes, potentially assigned to the corpses within the Labyrinth. Since these corpses are often not dessicated, and can thus be resurrected via Resurrection Mech Serum, they seem to be one of the few, or possibly only(?) ways to acquire player-designed Xenotypes that existed at game start, but are not referenced directly by an Ideoligion, or assigned to a starting colonist (more testing is needed to verify this, however).&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
Enemies that can possibly spawn within the labyrinth:&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray Statue]] when triggered by Pawn proximity)&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present:&lt;br /&gt;
* [[Gray statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within the labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. While a single pawn is unlikely to carry out a large amount of loot, multiple colonists can convene within and help carry the burden. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a real threat hits the colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to study the warped obelisk as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be either heavily armed or highly skilled in combat, preferably both if possible.&lt;br /&gt;
&lt;br /&gt;
While the maze contains many resources to help with traversal, it may be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an underprepared group stranded. A Caravan loading method can be used to pick desired supplies before willing entry. &lt;br /&gt;
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes area within a colony home area, which may require a clean up afterwards.&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_Sensitivity&amp;diff=144589</id>
		<title>Psychic Sensitivity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_Sensitivity&amp;diff=144589"/>
		<updated>2024-04-26T14:23:40Z</updated>

		<summary type="html">&lt;p&gt;Crow: Mention impact on psychic rituals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Ghoul, bioferrite items, psy steal ritual, voidsight serum etc}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| hide at value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Psychic sensitivity acts as a scalar value for things such as [[Events#Psychic drone|Psychic Drones]], some [[Psycasts]] {{RoyaltyIcon}}, and a pawn's [[Psycasts#Neural_Heat_Limit|Neural Heat Limit]]. Some effects such as [[Psychic shock lance]]s are toggled by psychic sensitivity only - if a pawn has a non-zero sensitivity the effect is applied and if they don't it is not, but no other modification to the effect from different levels exists. &lt;br /&gt;
&lt;br /&gt;
Humans and Animals by default have a psychic sensitivity of 100%, centipedes 75%, and other mechanoids 50%.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{{Rewrite|section=1|reason=Verify, expand, and cleanup}}&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Effect of Stat&lt;br /&gt;
|-&lt;br /&gt;
! [[Events#Psychic drone|Psychic Drones]]&lt;br /&gt;
| Multiplier on moodlet&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic suppressor]]&lt;br /&gt;
|Multiplier on lost [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic animal pulser]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic insanity lance]]&lt;br /&gt;
| Immunity at 0%. No other effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic shock lance]]&lt;br /&gt;
| Immunity at 0%. No other effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic soothe pulser]]&lt;br /&gt;
| Multiplier on moodlet&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic emanator]]&lt;br /&gt;
| Multiplier on moodlet&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic reader]]&lt;br /&gt;
| Multiplier on [[Negotiation Ability]] and [[Trade Price Improvement]] gains&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic harmonizer]]&lt;br /&gt;
| Multiplier on applied [[mood|moodlet]], both positive and negative&amp;lt;br&amp;gt;Multiplier on received moodlet, both positive and negative &lt;br /&gt;
|-&lt;br /&gt;
! [[Neural Heat Limit]]&lt;br /&gt;
| Multiplier on Limit&lt;br /&gt;
|-&lt;br /&gt;
! [[Psycasts]]  {{ref label|Psycasts|A}}&lt;br /&gt;
| Multiplier on duration (the target's sensitivity is used)&lt;br /&gt;
|-&lt;br /&gt;
! {{AnomalyIcon}} [[Psychic rituals]]  &lt;br /&gt;
| Different effect based on Invoker's sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Psycasts|A}} This applies to most, but not all, psycasts that create effects on the pawn. The user's own psychic sensitivity has no effect on duration, unless the user is the target. See [[Psycasts#Psycasts|Psycasts]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Factors ==  &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{{Template:Psychic Sensitivity Factor Table}}&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143633</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143633"/>
		<updated>2024-04-15T18:53:16Z</updated>

		<summary type="html">&lt;p&gt;Crow: Note on Ghouls fighting fires&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=categories, hard numbers on abilities/ stats/attacks, equipment, mixed reports and gene - possibly some genes are retained }}&lt;br /&gt;
Please note that due to technical limitations, a bite attack is missing from the infobox. &lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
|description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;&lt;br /&gt;
Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;&lt;br /&gt;
Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = &lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = ?&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = ?&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = ?&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
Ghouls are humans that have been warped into powerful, twisted combat entities with very few needs. Ghouls can appear as both enemy units and become a part of your colony.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[containment platform]].&lt;br /&gt;
&lt;br /&gt;
To create a friendly ghoul, you must research [[Ghoul Infusion]] in the Anomaly tech tree. A medical operation becomes available that irreversibly converts a colonist or prisoner into a ghoul at the cost of 30 [[bioferrite]] and 1 [[shard]]. This will damage relations with the faction of the patient, should they belong to one.&lt;br /&gt;
&lt;br /&gt;
The [[Scenario_system#The_Anomaly|Anomaly starting scenario]] begins with a ghoul colonist.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. Ghouls cannot wield [[weapons]] or [[apparel]]. All of the ghoul's skills are set to 0 except for [[Melee]] and [[Shooting]] (even though ghouls can't shoot). If a ghoul had a passion for Melee and Shooting in life, it retains it as a ghoul. Ghouls can't do any work.&lt;br /&gt;
&lt;br /&gt;
All ghouls are affected by the following hediffs:&lt;br /&gt;
'''Ghoul'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
Regeneration{{Check Tag|Name?}}&lt;br /&gt;
*? &lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw meat and fresh corpses. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed have an increasing chance to become hostile. Ghouls will happily eat [[insect meat]], [[human meat]], and [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Ghouls require no sleep, no recreation, no comfort, and have no item needs besides food. They regenerate 100 health per day, automatically regrow lost limbs, and rapidly cure negative health effects. Ghouls can't have any relationships and don't have mood.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be restricted to zones and also drafted. In combat, they can be directly commanded to melee attack. Ghouls have their pain set to x0%, allowing them to fight until their health is fully depleted or they are incapacitated due to damage to their body. As mentioned however, damaged limbs and organs will regenerate even if downed, unless they are dead. Drafted Ghouls will also fight fires. &lt;br /&gt;
&lt;br /&gt;
Ghouls retain the traits they had in life. While most won't be relevant to a ghoul, they can benefit from traits like [[Jogger]] and [[Brawler]].&lt;br /&gt;
&lt;br /&gt;
Ghouls will also retain their [[gene]]s{{BiotechIcon}}, though not all will remain effective. Genes that affect [[stat]]s, traits, and aptitudes will remain active. [[Genes#Hemogenic|Hemogenic]] genes, chemical dependencies, ability-granting genes, and [[Genes#Violence disabled|violence disabled]] will become inactive. Additionally, a large number of still-active genes will become either redundant or ineffective due to the inherit qualities of ghouls, like [[Genes#Reduced pain|reduced pain]], [[Genes#Aggressive|aggressiveness]], any non-violent aptitude, and any degree of [[Genes#Psychics|psy-sensitivity]]. Cosmetic genes that add body parts will remain visible, while genes that change skin/hair color, hair type, head shape, or [[Genes#Furskin|fur]] will not.&lt;br /&gt;
&lt;br /&gt;
Entirely new [[xenogerm]]s{{BiotechIcon}} can be implanted into ghouls.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be assigned to travel as part of a caravan.&lt;br /&gt;
&lt;br /&gt;
Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul.&lt;br /&gt;
&lt;br /&gt;
=== Upgrading Ghouls ===&lt;br /&gt;
Ghouls can have standard prosthetics such as [[bionic leg]]s and [[Archotech arm]]s installed via medical operations.&lt;br /&gt;
&lt;br /&gt;
By researching the [[Ghoul enhancements]] technology in the Anomaly tech tree, you can add special bioferrite prosthetics to a ghoul:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — An ability with a short cool down. Briefly provides a short burst of attack and movement speed at the cost of hunger&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage at the cost of speed&lt;br /&gt;
* [[Ghoul plating]] — Increases damage resistance at the cost of speed. &lt;br /&gt;
* [[Metalblood heart]] — Briefly increases the ghoul's damage resistance&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers. They require nothing besides meat. Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[revenant]]s and [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The_Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Ghouls don't get cancer, so the [[nuclear stomach]]{{RoyaltyIcon}} is an ideal way to keep them from berserking from hunger.&lt;br /&gt;
&lt;br /&gt;
The [[Robust digestion]] gene{{BiotechIcon}} synergies very well with the Ghouls natural diet of raw meat, but may not work with corpses{{Check Tag|Verify|chrck re ghouls and check generally}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drape&amp;diff=137624</id>
		<title>Drape</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drape&amp;diff=137624"/>
		<updated>2023-10-21T21:28:11Z</updated>

		<summary type="html">&lt;p&gt;Crow: Added remark on passability when maximizing room impressiveness.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{infobox main|furniture|&lt;br /&gt;
|name = Drape&lt;br /&gt;
|image = Drape.png&lt;br /&gt;
|description = A decorative sheet hanging from a vertical wooden frame. Appropriate for royal rooms.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 2 ˣ 1&lt;br /&gt;
|mass base = 15&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 100&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 7.5&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = Complex furniture&lt;br /&gt;
|work to make = 2000&lt;br /&gt;
|stuff tags = Fabric, Leathery&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 150&lt;br /&gt;
|resource 2 = Wood&lt;br /&gt;
|resource 2 amount = 50&lt;br /&gt;
}}&lt;br /&gt;
'''Drapes''' are a type of [[furniture]] that provide a small amount of beauty and appease nobles.&lt;br /&gt;
&lt;br /&gt;
==Acquisition== &lt;br /&gt;
Constructing a drape requires [[Research#Complex furniture|Complex Furniture]] to be researched as well as {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Drapes provide [[beauty]], which is impacted by the [[Property:Beauty Factor|beauty factor]] of the [[Textiles|textile]] used. For example, [[thrumbofur]] gives {{+|60}} beauty, while a [[cloth]] drape gives {{+|7}}. Like with all multi-tile buildings, the beauty is applied to bottom-left most tile.&lt;br /&gt;
&lt;br /&gt;
Drapes will also satisfy certain [[noble]] bedroom and throne room requirements. Unless they are [[Ascetic]], royal [[Titles#Baron|barons]] or higher will demand 2 drapes in their throne room, and 1 drape in their bedroom.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Used to please nobles. Outside of noble requirements, they are almost always inferior to [[sculpture]]s and [[armchair]]s. &lt;br /&gt;
&lt;br /&gt;
A wooden [[small sculpture]] costs just {{icon small|wood}} {{Q|Small sculpture|Resource 1 Amount}} [[wood]] and takes up only a single tile. A poor [[quality]] wood sculpture gives {{+|25}} beauty, already better than a [[devilstrand]] drape or 3 [[cloth]] drapes. A normal quality sculpture, with {{+|50}} beauty, beats all textiles except for [[thrumbofur]]. Note that wood sculptures take a base of {{ticks|0.7*{{Q|small sculpture|Work To Make}}}} to make, but this is worth the saved space and resources. Therefore, if you have any remotely competent artist (around 3 Art skill), then sculptures are more cost efficient. &lt;br /&gt;
&lt;br /&gt;
[[Armchair]]s give roughly {{Bad|{{%|({{Q|Armchair|Beauty Base}} / {{Q|Armchair|Resource 1 Amount}}) / ({{P|Beauty Base}} / {{P|Resource 1 Amount}}) round 3}}}} the beauty per textile used. However, armchairs have ''standable'' [[Property:passability | passability]] so they don't reduce rooms [[space]] stat. Moreover they can also be sat on to increase [[comfort]] and only take up 1 grid tile, meaning they have more beauty / tile.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_Sensitivity&amp;diff=126341</id>
		<title>Psychic Sensitivity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_Sensitivity&amp;diff=126341"/>
		<updated>2023-01-19T15:59:50Z</updated>

		<summary type="html">&lt;p&gt;Crow: Psychic suppressor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| hide at value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Acts as a scalar value for things such as [[Events#Psychic drone|Psychic Drones]], some [[Psycasts]] {{RoyaltyIcon}}, and a pawn's [[Psycasts#Neural_Heat_Limit|Neural Heat Limit]]. Some effects such as [[Psychic shock lance]]s are toggled by psychic sensitivity only - if a pawn has a non-zero sensitivity the effect is applied and if they don't it is not, but no other modification to the effect from different levels exists. &lt;br /&gt;
&lt;br /&gt;
Humans and Animals by default have a psychic sensitivity of 100%, Centipedes of 75%, Other Mechanoids of 50%.&lt;br /&gt;
== Effects ==&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Effect of Stat&lt;br /&gt;
|-&lt;br /&gt;
! [[Events#Psychic drone|Psychic Drones]]&lt;br /&gt;
| Multiplier on moodlet&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic suppressor]]&lt;br /&gt;
|Multipier on lost [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic animal pulser]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic insanity lance]]&lt;br /&gt;
| Immunity at 0%. No other effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic shock lance]]&lt;br /&gt;
| Immunity at 0%. No other effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic soothe pulser]]&lt;br /&gt;
| Multiplier on moodlet&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic emanator]]&lt;br /&gt;
| Multiplier on moodlet&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic reader]]&lt;br /&gt;
| Multiplier on [[Negotiation Ability]] and [[Trade Price Improvement]] gains&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic harmonizer]]&lt;br /&gt;
| Multiplier on applied [[mood|moodlet]], both positive and negative&amp;lt;br&amp;gt;Multipier on received moodlet, both positive and negative &lt;br /&gt;
|-&lt;br /&gt;
! [[Neural Heat Limit]]&lt;br /&gt;
| Multiplier on Limit&lt;br /&gt;
|-&lt;br /&gt;
! [[Psycasts]]  {{ref label|Psycasts|A}}&lt;br /&gt;
| Multiplier on duration&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Psycasts|A}} This applies to most, but not all, psycasts that create effects on the pawn. See [[Psycasts#Psycasts|Psycasts]] for more information&lt;br /&gt;
&lt;br /&gt;
==Factors==  &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! data-sort-type=number | Psychic sensitivity bonus&lt;br /&gt;
|-&lt;br /&gt;
! [[Sight]]&lt;br /&gt;
| Capacity&lt;br /&gt;
|  data-sort-value=&amp;quot;+50%&amp;quot; | +0 - 50%{{ref label|Sight|B}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
|-&lt;br /&gt;
! [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
! [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
|-&lt;br /&gt;
! [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex shirt]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex vest]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex robe]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex helmet]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex skullcap]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige recon armor]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige recon helmet]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige marine armor]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige marine helmet]]{{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige cataphract armor]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige cataphract helmet]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}} {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
! [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
! [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}} {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
|-&lt;br /&gt;
! [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex staff]] {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic sensitizer]] {{RoyaltyIcon}}&lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
|-&lt;br /&gt;
! [[Blindsight#Blind psysense: Strong|Blinded with blind psysense]] {{IdeologyIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| +30%{{ref label|Stacking|C}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Psy-sensitive|Psy-sensitive]] {{BiotechIcon}}&lt;br /&gt;
| Gene&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Super psy-sensitive|Super psy-sensitive]] {{BiotechIcon}}&lt;br /&gt;
| Gene&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Psychic bonding|Psychic bond]] (Same Map) {{BiotechIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Psychic bonding|Psychic bond distance]] (Different Map) {{BiotechIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Deathrest|Deathrest exhaustion]] {{BiotechIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| -100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychofluid pump|Psychofluid rush]] {{BiotechIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| data-sort-value=&amp;quot;+100%&amp;quot; | +0 - 100%{{ref label|Psychofluid|D}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Persona trait appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Sight|B}} [[Sight Importance::-1| ]][[Sight]] capacity provides is a 1% bonus for each percentage point ''below'' 50% sight. i.e. 20% Sight results in a bonus of +30% psychic sensitivity, while total blindness at Sight 0%  provides +50% sensitivity.&lt;br /&gt;
:{{note|Stacking|C}} Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80%.&lt;br /&gt;
:{{note|Psychofluid|D}} This effect grants +25% sensitivity, stacking up to 4 times with 4 [[psychofluid pump]]s attached for a maximum total of +100%. &lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_Sensitivity&amp;diff=126340</id>
		<title>Psychic Sensitivity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_Sensitivity&amp;diff=126340"/>
		<updated>2023-01-19T15:50:21Z</updated>

		<summary type="html">&lt;p&gt;Crow: Multipiers on psychic harmonizer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| hide at value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Acts as a scalar value for things such as [[Events#Psychic drone|Psychic Drones]], some [[Psycasts]] {{RoyaltyIcon}}, and a pawn's [[Psycasts#Neural_Heat_Limit|Neural Heat Limit]]. Some effects such as [[Psychic shock lance]]s are toggled by psychic sensitivity only - if a pawn has a non-zero sensitivity the effect is applied and if they don't it is not, but no other modification to the effect from different levels exists. &lt;br /&gt;
&lt;br /&gt;
Humans and Animals by default have a psychic sensitivity of 100%, Centipedes of 75%, Other Mechanoids of 50%.&lt;br /&gt;
== Effects ==&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Effect of Stat&lt;br /&gt;
|-&lt;br /&gt;
! [[Events#Psychic drone|Psychic Drones]]&lt;br /&gt;
| Multiplier on moodlet&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic animal pulser]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic insanity lance]]&lt;br /&gt;
| Immunity at 0%. No other effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic shock lance]]&lt;br /&gt;
| Immunity at 0%. No other effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic soothe pulser]]&lt;br /&gt;
| Multiplier on moodlet&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic emanator]]&lt;br /&gt;
| Multiplier on moodlet&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic reader]]&lt;br /&gt;
| Multiplier on [[Negotiation Ability]] and [[Trade Price Improvement]] gains&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic harmonizer]]&lt;br /&gt;
| Multiplier on applied [[mood|moodlet]], both positive and negative&amp;lt;br&amp;gt;Multipier on received moodlet, both positive and negative &lt;br /&gt;
|-&lt;br /&gt;
! [[Neural Heat Limit]]&lt;br /&gt;
| Multiplier on Limit&lt;br /&gt;
|-&lt;br /&gt;
! [[Psycasts]]  {{ref label|Psycasts|A}}&lt;br /&gt;
| Multiplier on duration&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Psycasts|A}} This applies to most, but not all, psycasts that create effects on the pawn. See [[Psycasts#Psycasts|Psycasts]] for more information&lt;br /&gt;
&lt;br /&gt;
==Factors==  &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! data-sort-type=number | Psychic sensitivity bonus&lt;br /&gt;
|-&lt;br /&gt;
! [[Sight]]&lt;br /&gt;
| Capacity&lt;br /&gt;
|  data-sort-value=&amp;quot;+50%&amp;quot; | +0 - 50%{{ref label|Sight|B}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
|-&lt;br /&gt;
! [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
! [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
|-&lt;br /&gt;
! [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex shirt]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex vest]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex robe]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex helmet]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex skullcap]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige recon armor]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige recon helmet]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige marine armor]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige marine helmet]]{{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige cataphract armor]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige cataphract helmet]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}} {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
! [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
! [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}} {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
|-&lt;br /&gt;
! [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex staff]] {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic sensitizer]] {{RoyaltyIcon}}&lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
|-&lt;br /&gt;
! [[Blindsight#Blind psysense: Strong|Blinded with blind psysense]] {{IdeologyIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| +30%{{ref label|Stacking|C}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Psy-sensitive|Psy-sensitive]] {{BiotechIcon}}&lt;br /&gt;
| Gene&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Super psy-sensitive|Super psy-sensitive]] {{BiotechIcon}}&lt;br /&gt;
| Gene&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Psychic bonding|Psychic bond]] (Same Map) {{BiotechIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Psychic bonding|Psychic bond distance]] (Different Map) {{BiotechIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Deathrest|Deathrest exhaustion]] {{BiotechIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| -100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychofluid pump|Psychofluid rush]] {{BiotechIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| data-sort-value=&amp;quot;+100%&amp;quot; | +0 - 100%{{ref label|Psychofluid|D}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Persona trait appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Sight|B}} [[Sight Importance::-1| ]][[Sight]] capacity provides is a 1% bonus for each percentage point ''below'' 50% sight. i.e. 20% Sight results in a bonus of +30% psychic sensitivity, while total blindness at Sight 0%  provides +50% sensitivity.&lt;br /&gt;
:{{note|Stacking|C}} Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80%.&lt;br /&gt;
:{{note|Psychofluid|D}} This effect grants +25% sensitivity, stacking up to 4 times with 4 [[psychofluid pump]]s attached for a maximum total of +100%. &lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_Sensitivity&amp;diff=126339</id>
		<title>Psychic Sensitivity</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_Sensitivity&amp;diff=126339"/>
		<updated>2023-01-19T15:33:02Z</updated>

		<summary type="html">&lt;p&gt;Crow: Added psychic reader application&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| hide at value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Acts as a scalar value for things such as [[Events#Psychic drone|Psychic Drones]], some [[Psycasts]] {{RoyaltyIcon}}, and a pawn's [[Psycasts#Neural_Heat_Limit|Neural Heat Limit]]. Some effects such as [[Psychic shock lance]]s are toggled by psychic sensitivity only - if a pawn has a non-zero sensitivity the effect is applied and if they don't it is not, but no other modification to the effect from different levels exists. &lt;br /&gt;
&lt;br /&gt;
Humans and Animals by default have a psychic sensitivity of 100%, Centipedes of 75%, Other Mechanoids of 50%.&lt;br /&gt;
== Effects ==&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Effect of Stat&lt;br /&gt;
|-&lt;br /&gt;
! [[Events#Psychic drone|Psychic Drones]]&lt;br /&gt;
| Multiplier on moodlet&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic animal pulser]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic insanity lance]]&lt;br /&gt;
| Immunity at 0%. No other effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic shock lance]]&lt;br /&gt;
| Immunity at 0%. No other effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic soothe pulser]]&lt;br /&gt;
| Multiplier on moodlet&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic emanator]]&lt;br /&gt;
| Multiplier on moodlet&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic reader]]&lt;br /&gt;
| Multiplier on [[Negotiation Ability]] and [[Trade Price Improvement]] gains&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic harmonizer]]&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! [[Neural Heat Limit]]&lt;br /&gt;
| Multiplier on Limit&lt;br /&gt;
|-&lt;br /&gt;
! [[Psycasts]]  {{ref label|Psycasts|A}}&lt;br /&gt;
| Multiplier on duration&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Psycasts|A}} This applies to most, but not all, psycasts that create effects on the pawn. See [[Psycasts#Psycasts|Psycasts]] for more information&lt;br /&gt;
&lt;br /&gt;
==Factors==  &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! data-sort-type=number | Psychic sensitivity bonus&lt;br /&gt;
|-&lt;br /&gt;
! [[Sight]]&lt;br /&gt;
| Capacity&lt;br /&gt;
|  data-sort-value=&amp;quot;+50%&amp;quot; | +0 - 50%{{ref label|Sight|B}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
|-&lt;br /&gt;
! [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
! [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
|-&lt;br /&gt;
! [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex shirt]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex vest]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex robe]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex helmet]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex skullcap]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige recon armor]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige recon helmet]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige marine armor]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige marine helmet]]{{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige cataphract armor]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Prestige cataphract helmet]] {{RoyaltyIcon}}&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}} {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
! [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
! [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}} {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
|-&lt;br /&gt;
! [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
|-&lt;br /&gt;
! [[Eltex staff]] {{RoyaltyIcon}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic sensitizer]] {{RoyaltyIcon}}&lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
|-&lt;br /&gt;
! [[Blindsight#Blind psysense: Strong|Blinded with blind psysense]] {{IdeologyIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| +30%{{ref label|Stacking|C}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Psy-sensitive|Psy-sensitive]] {{BiotechIcon}}&lt;br /&gt;
| Gene&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Super psy-sensitive|Super psy-sensitive]] {{BiotechIcon}}&lt;br /&gt;
| Gene&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Psychic bonding|Psychic bond]] (Same Map) {{BiotechIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Psychic bonding|Psychic bond distance]] (Different Map) {{BiotechIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
! [[Deathrest|Deathrest exhaustion]] {{BiotechIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| -100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychofluid pump|Psychofluid rush]] {{BiotechIcon}}&lt;br /&gt;
| Condition&lt;br /&gt;
| data-sort-value=&amp;quot;+100%&amp;quot; | +0 - 100%{{ref label|Psychofluid|D}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Persona trait appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Sight|B}} [[Sight Importance::-1| ]][[Sight]] capacity provides is a 1% bonus for each percentage point ''below'' 50% sight. i.e. 20% Sight results in a bonus of +30% psychic sensitivity, while total blindness at Sight 0%  provides +50% sensitivity.&lt;br /&gt;
:{{note|Stacking|C}} Note that this stacks with the +50% to psychic sensitivity provided just by being having Sight of 0%, for a total of +80%.&lt;br /&gt;
:{{note|Psychofluid|D}} This effect grants +25% sensitivity, stacking up to 4 times with 4 [[psychofluid pump]]s attached for a maximum total of +100%. &lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=126336</id>
		<title>Go-juice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=126336"/>
		<updated>2023-01-19T12:31:48Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Go-juice&lt;br /&gt;
| image = Gojuice a.png&lt;br /&gt;
| description = A synthetic performance-enhancing drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain, increases movement speed, and improves the user's melee and shooting abilities. The military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Hard Drug&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 53&lt;br /&gt;
| mass base = 0.1&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.4&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| addictiveness = 0.026&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 80&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Go-juice production&lt;br /&gt;
| work to make = 600&lt;br /&gt;
| skill 1 = Intellectual&lt;br /&gt;
| resource 1 = Neutroamine&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| resource 2 = Yayo&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = GoJuice&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| page verified for version = 1.3.3387&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Go-juice''' is a potent [[hard drugs|hard]] combat [[drug]] that almost completely blocks [[pain]] and significantly improves a pawn's capabilities, at the risk of addiction and overdose.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Go-juice can be synthesized at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each dose require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[raider]]s and [[Trade|purchased]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Go-juice is a potent combat stimulant that has a variety of effects. These can be broken into effects that occur:&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* While addicted to the drug.&lt;br /&gt;
* While withdrawing from the drug.&lt;br /&gt;
&lt;br /&gt;
=== Upon injection ===&lt;br /&gt;
A pawn taking go-juice will do so right where it stands without looking for a place to sit first. Go-juice is taken by injection, taking {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:&lt;br /&gt;
&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* {{+|40%}} [[Rest]]&lt;br /&gt;
* {{+|15%}} [[Psycasts#Psyfocus|Psyfocus]]{{RoyaltyIcon}}&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''{{%|{{#vardefineecho:overdoseChance|0.005}}}}'''&amp;lt;/span&amp;gt; Chance for a [[Overdose#Major|major overdose]]&lt;br /&gt;
* {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}}}}}} [[Overdose]] severity&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.5}}}}''' Go-juice high severity ''(see &amp;quot;Go-juice high&amp;quot; below)''&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''{{%|{{P|Addictiveness}}}}'''&amp;lt;/span&amp;gt; [[Addiction]] chance&lt;br /&gt;
* If the pawn has an addiction already:&lt;br /&gt;
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Go-juice need ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}}}}}} Addiction progress ''(see &amp;quot;Withdrawal&amp;quot; below)''&lt;br /&gt;
&lt;br /&gt;
=== Go-juice high ===&lt;br /&gt;
{{Quote|text=&amp;quot;Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
While each go-juice injection increases the severity of the go-juice high by {{%|{{#var:highSeverity}}}} ''(see &amp;quot;Upon injection&amp;quot; above)'', it decreases by {{%|{{#vardefineecho:highSeverityPerDay|0.75}}}} per day again, meaning that the high of a single dose lasts '''{{Plural|{{#vardefineecho:highDuration|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24) round 1}}}}|hour}}'''. The maximum severity of a go-juice high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}}&amp;amp;nbsp;go-juice. Regardless of the go-juice high severity, the effects are always the same. Only their duration changes accordingly:&lt;br /&gt;
&lt;br /&gt;
* {{+|5}} [[Mood]] (''&amp;quot;I feel pumped but steady. I am the bullet in flight, ready to cut through you.&amp;quot;'')&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:forestgreen&amp;gt;'''×10%'''&amp;lt;/span&amp;gt; [[Pain]] (meaning all pain will be divided by ten)&lt;br /&gt;
* {{+|20%}} [[Consciousness]]&lt;br /&gt;
* {{+|35%}} [[Sight]]&lt;br /&gt;
* {{+|50%}} [[Moving]]&lt;br /&gt;
&lt;br /&gt;
=== Tolerance ===&lt;br /&gt;
As of version [[Version/1.2.3005|1.2.3005]], go-juice no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behaviour.&amp;lt;ref&amp;gt;Rejected bug report: [https://ludeon.com/forums/index.php?topic=53403 &amp;quot;&amp;amp;#91;1.2.2753&amp;amp;#93; Wake-up and go-juice do not cause tolerance&amp;quot;]. Unused tolerance effects: ''&amp;quot;A built-up tolerance to go-juice. The more severe this tolerance is, the more go-juice it takes to get the same effect.&amp;quot;'' Starting at 45% tolerance the pawn could get moderate [[chemical damage]] in the brain reducing part efficiency by 50%, impairing the pawn in all jobs from combat to daily work. The chemical damage would be applied in a curve with the following points: a) At 45% tolerance on average every 99999 days. b) At 50% tolerance on average every 120 days. c) At 100% tolerance on average every 90 days. All values in between are calculated with linear interpolation. The go-juice tolerance would decrease by 1.5% per day.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
{{Quote|&amp;quot;A chemical addiction to go-juice. Long-term presence of go-juice has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of go-juice, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.&amp;quot;|Addiction description}}&lt;br /&gt;
&lt;br /&gt;
Each dose of go-juice carries a {{%|{{P|Addictiveness}}}} chance of addiction. There is therefore no safe dose interval.&lt;br /&gt;
&lt;br /&gt;
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.045}}}} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Consuming go-juice during an addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}}}} again ''(see &amp;quot;Upon injection&amp;quot; above)''.&lt;br /&gt;
&lt;br /&gt;
Developing an addiction means a pawn has a go-juice [[Needs#Drug addictions|need]]. The need for go-juice falls by {{%|{{#vardefineecho:needFall|0.333}}}} per day, consuming go-juice satisfies the need by {{%|{{#var:needOffset}}}} ''(see &amp;quot;Upon injection&amp;quot; above)'', meaning the pawn will need to consume go-juice at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
{{Quote|&amp;quot;Because of a go-juice addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms.&amp;quot;|Need description}}&lt;br /&gt;
&lt;br /&gt;
As soon as the go-juice need reaches 0%, the pawn suffers from the following symptoms:&lt;br /&gt;
&lt;br /&gt;
* {{--|22}} [[Mood]] (''&amp;quot;I'm all fuzzy and can't think straight. My limbs feel heavy, I'm tired and hungry, everything hurts. And why won't my eyes focus properly?&amp;quot;'')&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''×300%'''&amp;lt;/span&amp;gt; [[Pain]] (meaning all pain will be tripled)&lt;br /&gt;
* {{--|20%}} [[Consciousness]]&lt;br /&gt;
* {{--|50%}} [[Moving]]&lt;br /&gt;
* {{--|20%}} [[Sight]]&lt;br /&gt;
* {{--|20%}} [[Blood pumping]]&lt;br /&gt;
* {{--|10%}} [[Manipulation]]&lt;br /&gt;
* {{++|30%}} [[Rest Fall Rate|Rest fall factor]] (meaning the pawn needs to sleep about a 30% sooner)&lt;br /&gt;
* {{++|50%}} [[Hunger|Hunger rate factor]] (meaning the pawn needs to eat about 50% sooner)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Mental break'''&amp;lt;/span&amp;gt; chances:&lt;br /&gt;
** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|hard drug binge}} during each withdrawal.&lt;br /&gt;
** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|10}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1|wandering}} during each withdrawal.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Go-juice is a stimulant and pain-killer, with a significant impact on combat performance. Barring [[wake-up]] and [[luciferium]], no other drug helps much with combat - reducing pain and with a slight movement increase at most. There is no real comparison to wake-up; go-juice is made for combat and movement, and wake-up is made for work speed. Luciferium comes with a permanent addiction, and in any case, works with go-juice.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Increases to Sight and Consciousness boosts accuracy, both ranged and melee. Increased Moving helps with all forms of [[kiting]] tactics and makes it easier to retreat. Increased medical tend speed can save a pawn that's bleeding out quickly. Like the painstopper, the large reduction in pain allows a pawn to stand up far longer and win more fights. But they will continue fighting until very close to death - or when physically made unable. &lt;br /&gt;
&lt;br /&gt;
Finally, go-juice provides slight boosts to mood, recreation, and rest. While weaker in this regard than most other drugs, they can still help prevent [[mental break]]s.&lt;br /&gt;
&lt;br /&gt;
The risk of addiction and overdose is always present, but addiction is better than death. For example, a miner digging out far away from your base will appreciate carrying go-juice, for when a [[raid]] or [[manhunter|manhunter pack]] spawns near them. Withdrawal symptoms are harsh, but its 11.1 day withdrawal (assuming no future doses are taken) can be managed by [[arrest]]ing the addict in question. Go-juice has the second shortest withdrawal, behind [[ambrosia]].&lt;br /&gt;
&lt;br /&gt;
===Misc work===&lt;br /&gt;
Besides combat, the increase in Moving can make pawns much faster at hauling and somewhat quicker at other tasks. Usually this is not worth the risk of addiction unless you ''need'' to repair your defenses. But if you have a pawn you don't care about, like an unwanted [[Events#Wanderer joins|wanderer]] or some desperate refugees{{RoyaltyIcon}}, then you can use go-juice to expiate your work. &lt;br /&gt;
&lt;br /&gt;
Go-juice's consciousness boost also improves the odds of successful surgery. Useful for surgeries with a reduced chance to succeed, such as carcinoma removal. Otherwise, surgery success chance can usually be capped at 98%, with a [[sterile tile|sterile room]], [[hospital bed]], and a good doctor.&lt;br /&gt;
&lt;br /&gt;
:'''Tip:''' Unless you need an immediate and significant boost in chemical [[recreation]], [[rest]] or [[Psycasts#Psyfocus|psyfocus]]{{RoyaltyIcon}} it is recommended to wait at least {{#expr: (2*{{#var:maxOverdoseSeverity}}-0.5)/(1/24)}}&amp;amp;nbsp;hours between the first and the second dose of go-juice. Otherwise the overdose severity might build up resulting in a [[Overdose#Minor|minor overdose]] (this is unrelated to the {{%|{{#var:overdoseChance}}}} chance for a [[Overdose#Major|major overdose]] that comes with each injection). Be particulary careful when using go-juice in combination with other drugs! The third dose and any dose after that shouldn't be taken earlier than {{#var:highDuration}}&amp;amp;nbsp;hours after the second to last dose. Otherwise some hours of the go-juice high will be wasted.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
Assuming a healthy, but otherwise unaugmented pawn, the bonuses from consuming go-juice translates to:&lt;br /&gt;
* A +50% increase to [[Move Speed]], equivalent to an increase of 2.3 {{CS}} on a healthy, unencumbered pawn.&lt;br /&gt;
* A +20% increase in [[General Labor Speed]].&lt;br /&gt;
* A +30% increase in [[Medical Tend Quality]] at [[Medical]] skill 10. At Medical 20, this is a 27% increase, at Medical 5, a 32% increase&lt;br /&gt;
* A {{#expr:1 + 0.2*{{Q|Medical Surgery Success Chance|Manipulation Importance}}}}× multiplier to [[Medical Surgery Success Chance]].&lt;br /&gt;
* An increase in [[Shooting Accuracy]] equivalent to +{{#expr: 0.35*{{Q|Shooting Accuracy|Sight Importance}}}} extra levels of [[Shooting]].&lt;br /&gt;
* An increase in [[Melee Hit Chance]] equivalent to +{{#expr: 0.35*{{Q|Melee Hit Chance|Sight Importance}} + 0.2*{{Q|Melee Hit Chance|Manipulation Importance}}}} extra levels of [[Melee]].&lt;br /&gt;
* An increase in [[Melee Dodge Chance]] equivalent to +{{#expr: 0.35*{{Q|Melee Dodge Chance|Sight Importance}} + 0.5*{{Q|Melee Dodge Chance|Moving Importance}}}} extra levels of Melee.&lt;br /&gt;
&lt;br /&gt;
===Drug dependency===&lt;br /&gt;
The [[Genes#Drugs|Go-juice dependency]] gene,{{BiotechIcon}} found in [[hussar]]s, completely removes the chance of addiction and overdose. But at 5 days without the drug, the pawn will incur severe penalties.&lt;br /&gt;
&lt;br /&gt;
Each dose of go-juice requires {{Required Resources}} to create. A stack of 50 neutroamine, worth {{icon small|silver||{{#expr:50*{{Q|Neutroamine|Market Value Base}}}}}} before [[Trade Price Improvement]] and [[difficulty]], can last a single pawn for 125 days, or just over 2 years. With 0 Social skill in [[difficulty|Losing is Fun]], this price increases to {{icon small|silver||{{#expr:1.4*1.2*50*{{Q|Neutroamine|Market Value Base}}}}}}. In practice, this supply will end up being somewhat shorter if you want to use go-juice for combat or work purposes. Meanwhile, psychoid/yayo can be grown inside your colony. A drug-dependent pawn will survive for up to 60 days without the drug, usually more than enough time to form a [[caravan]] or find an [[comms console|orbital trader]].&lt;br /&gt;
&lt;br /&gt;
Overall, go-juice dependency is very affordable; you'll just need [[Research#{{P|Required Research}}|{{P|Required Research}}]] and [[Research#Psychite refining|Psychite refining]] researched, and some form of [[trade]]. In exchange, a dependent pawn can get all the benefit of go-juice at any time, with 0% chance of any health problems whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gojuice a.png|One Go-juice&lt;br /&gt;
Gojuice b.png|Stack of go-juice&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Rebalanced. Addiction risk and effects reduced, safe dose interval removed. Now instantly gives [[Psycasts#Psyfocus|psyfocus]]{{RoyaltyIcon}} when taken by psycasters.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Hard Drug]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beer&amp;diff=126334</id>
		<title>Beer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beer&amp;diff=126334"/>
		<updated>2023-01-19T12:29:30Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup and Format standardisation - See [[Go-juice]]}}&lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Beer&lt;br /&gt;
| image = Beer a.png&lt;br /&gt;
| description = The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social Drug&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| marketvalue = 12&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| mass base =  0.3&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 0.5&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Bottle&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = Poke&lt;br /&gt;
| meleeattack2part = Neck&lt;br /&gt;
| meleeattack2cool = 2&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 13&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| nutrition = 0.08&lt;br /&gt;
| taste = Simple&lt;br /&gt;
| joy offset = 0.17&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| addictiveness = 0.01&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 0&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Fermenting barrel&lt;br /&gt;
| work to make = 0&lt;br /&gt;
| resource 1 = Wort&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Beer&lt;br /&gt;
| tradeTags = Drugs&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = social&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Beer''' is a beverage product that provides a small amount [[nutrition]] and [[recreation]], as well as inebriating the user providing a mix of bonuses and maluses based on how intoxicated the pawn becomes. While not very nutritionally effective, its main use is to improve a colonist's [[mood]] to prevent mental breaks. However, overuse may lead to inebriation and possible alcohol addiction. The default drug policy setting is both for addicted and for joy.&lt;br /&gt;
&lt;br /&gt;
One beer provides 0.08 [[nutrition]] and 17% [[recreation]].  The first beer will give a +10 mood boost for almost 5 hours, but additional beers have varying additional effects, positive and negative (see table below).&lt;br /&gt;
&lt;br /&gt;
It can also be used as a somewhat ineffectual [[Weapons#Base melee stats|melee weapon]], doing less {{DPS}} than a [[club]] or even a lump of [[wood]], but still more than a normal [[human]] fist. Conveniently, the beer is not lost after using it as a weapon.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Image wanted|section=1|reason=Small, well lit images of fill bar for explanation. Suggest: Full, Partially full, color when started, and color when complete.}}&lt;br /&gt;
Beer is produced in three steps. It requires the [[Research#Beer brewing|Beer brewing]] research to create.&lt;br /&gt;
&lt;br /&gt;
# Plant and harvest [[hops]], which is an easy task and can be done without Research (min [[Skills#Plants|Plants Skill]] 3).&lt;br /&gt;
# Turn 25 hops into 5 [[wort]] at a [[brewery]]. This is a [[Work#Cook|Cooking task]], and its [[Drug Cooking Speed|speed]] dependent on cooking skill. There is no chance of [[food poisoning]], so unskilled cooks can create wort, just slower.&lt;br /&gt;
# Place up to 25 units of wort (125 hops) into a [[fermenting barrel]] for 6 days. Filling the barrel is considered a [[Work#Haul|Hauling task]]. Partial loads of wort are possible, but less efficient. The size of the load relatively to total capacity is represented by the length of the bar displayed on the barrel once any wort has been added. If more wort is added to a barrel already fermenting, all fermenting progress is lost but all wort will still be converted into beer. Each wort is converted to 1 beer. If temperatures get too hot or cold, the brewing will fail and no beer will be produced.  &lt;br /&gt;
# When the fermentation is complete, represented by the fill bar changing color from brown to yellow, the completed beer can be removed. This is considered a [[Work#Haul|Hauling task]].&lt;br /&gt;
&lt;br /&gt;
=== Critical temperature ===&lt;br /&gt;
The process of brewing involves a living organism, so difficulty can increase greatly depending on your biome's weather conditions. Avoiding delays or failure requires following temperature requirements:&lt;br /&gt;
&lt;br /&gt;
: {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Temperature&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Temperature|7|{{Q|Fermenting barrel|Max Safe Temperature}}}}&lt;br /&gt;
| Ideal fermenting temperature range&lt;br /&gt;
|-&lt;br /&gt;
| {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}|7}}&lt;br /&gt;
| Temporarily halts fermentation process, process continues when ideal temperature restored&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; {{Temperature|{{Q|Fermenting barrel|Max Safe Temperature}}}}&amp;lt;br&amp;gt; &amp;lt; {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}}}&lt;br /&gt;
| Freezing or &amp;quot;too hot&amp;quot; is fatal to the brewing process, all product is lost, all the previous work wasted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing', increasing by {{#expr:{{Q|Fermenting barrel|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This is halted when safe temperature is restored, but not reset. If it reaches 100%, the contents are 'ruined by temperature' and no beer can be obtained.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Beer is a mood enhancing drug that has a variety of effects. These can be broken into effects that occur:&lt;br /&gt;
&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* After being high on the drug.&lt;br /&gt;
* While having a built-up tolerance to the drug.&lt;br /&gt;
* While addicted to the drug.&lt;br /&gt;
* While withdrawing from the drug.&lt;br /&gt;
&lt;br /&gt;
=== Upon drinking ===&lt;br /&gt;
A pawn consuming beer will look for a place to sit in a twenty tile radius first, but will also drink it while standing if it doesn't find one. Drinking a beer takes {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:&lt;br /&gt;
&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.15}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Alcohol high severity, depending on tolerance ''(see &amp;quot;Alcohol high&amp;quot; below)''&lt;br /&gt;
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.016}}}}}} [[Drugs#Tolerance|Tolerance]] severity, divided by body size ''(see &amp;quot;Tolerance&amp;quot; below)''&lt;br /&gt;
* If the pawn has {{%|{{#vardefineecho:minToleranceToAddict|0.25}}}} tolerance already:&lt;br /&gt;
** {{Bad| {{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }} to {{%|{{P|Addictiveness}} * 15}} }} [[Addiction]] chance ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
* If the pawn has an addiction already:&lt;br /&gt;
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Alcohol need ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}}}}}} Addiction progress ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
&lt;br /&gt;
=== Alcohol high ===&lt;br /&gt;
{{Quote|&amp;quot;Alcohol in the bloodstream. It makes people happy, but reduces capacities.&amp;quot;|Alcohol high description}}&lt;br /&gt;
&lt;br /&gt;
Each beer increases the alcohol high severity by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}}}}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|0.75}}}} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24) round 1}}}} and '''{{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24) round 1}}}}|hour}}'''. The maximum severity of an alcohol high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{#expr:1/{{#var:highSeverity}}/0.25 round 1}}&amp;amp;nbsp;beer.&lt;br /&gt;
&lt;br /&gt;
The alcohol high severity not only sets the length of the high but also affects the symptoms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Alcohol high severity&lt;br /&gt;
! [[Mood]]&lt;br /&gt;
! [[Pain]]&lt;br /&gt;
! [[Consciousness]]&lt;br /&gt;
! [[Moving]]&lt;br /&gt;
! Social fight chance&lt;br /&gt;
! Other effects&lt;br /&gt;
|-&lt;br /&gt;
! Warm&lt;br /&gt;
| &amp;gt;0%&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{+|10}} (''&amp;quot;I just feel a bit more relaxed after that drink. That's good.&amp;quot;'')&lt;br /&gt;
| {{Good|×90%}}&lt;br /&gt;
| – || – || –&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{--|2%}} [[Manipulation]]&lt;br /&gt;
|-&lt;br /&gt;
! Tipsy&lt;br /&gt;
| &amp;gt;25%&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{+|14}} (''&amp;quot;I'm a bit wobbly! And this is quite enjoyable.&amp;quot;'')&lt;br /&gt;
| {{Good|×80%}}&lt;br /&gt;
| {{Bad|×90%}}&lt;br /&gt;
| {{--|5%}}&lt;br /&gt;
| {{Bad|×2.5}}&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | –&lt;br /&gt;
|-&lt;br /&gt;
! Drunk&lt;br /&gt;
| &amp;gt;40%&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{+|20}} (''&amp;quot;I feel so uninhibited and unafraid! This is a great time!&amp;quot;'')&lt;br /&gt;
| {{Good|×50%}}&lt;br /&gt;
| {{Bad|×65%}}&lt;br /&gt;
| {{--|10%}}&lt;br /&gt;
| {{Bad|×4}}&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Bad|Vomiting:}} on average every 0.75 days.&amp;lt;br/&amp;gt;{{Bad|Hangover}} once the alcohol high severity drops below 40% (see ''&amp;quot;Hangover&amp;quot;'' below).&lt;br /&gt;
|-&lt;br /&gt;
! Hammered&lt;br /&gt;
| &amp;gt;70%&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{+|26}} (''&amp;quot;Wooo! What's going on?&amp;quot;'')&lt;br /&gt;
| {{Good|×30%}}&lt;br /&gt;
| {{Bad|×50%}}&lt;br /&gt;
| {{--|10%}}&lt;br /&gt;
| {{Bad|×5}}&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Bad|Vomiting:}} on average every 0.2 days.&lt;br /&gt;
|-&lt;br /&gt;
! Blackout&lt;br /&gt;
| &amp;gt;90%&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | –&lt;br /&gt;
| {{Good|×10%}}&lt;br /&gt;
| {{Bad|max. 10%}}&lt;br /&gt;
| – || –&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Bad|Chemical damage (moderate):}}&amp;lt;br/&amp;gt;The [[chemical damage]] occurs on average every 10 days and affects the brain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming the beers are consumed right after each other with initially 0% tolerance, the different stages last the following times:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Beers Consumed !! Hours Warm !! Hours Tipsy !! Hours Drunk !! Hours Hammered !! Hours Blackout&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|1}}{{#vardefine:highSeverityOdd | {{#expr: {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.25 | {{#var:highSeverityOdd}} | 0.25}} / {{#vardefineecho:highSeverityPerHour|{{#expr: {{#var:highSeverityPerDay}}/24}} }} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.4 | {{#var:highSeverityOdd}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.7 | {{#var:highSeverityOdd}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.9 | {{#var:highSeverityOdd}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 1 | {{#var:highSeverityOdd}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|2}}{{#vardefine:highSeverityEven|{{#expr: {{#var:highSeverityOdd}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.25 | {{#var:highSeverityEven}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.4 | {{#var:highSeverityEven}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.7 | {{#var:highSeverityEven}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.9 | {{#var:highSeverityEven}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 1 | {{#var:highSeverityEven}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|3}}{{#vardefine:highSeverityOdd|{{#expr: {{#var:highSeverityEven}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.25 | {{#var:highSeverityOdd}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.4 | {{#var:highSeverityOdd}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.7 | {{#var:highSeverityOdd}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.9 | {{#var:highSeverityOdd}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 1 | {{#var:highSeverityOdd}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|4}}{{#vardefine:highSeverityEven|{{#expr: {{#var:highSeverityOdd}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.25 | {{#var:highSeverityEven}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.4 | {{#var:highSeverityEven}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.7 | {{#var:highSeverityEven}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.9 | {{#var:highSeverityEven}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 1 | {{#var:highSeverityEven}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|5}}{{#vardefine:highSeverityOdd|{{#expr: {{#var:highSeverityEven}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.25 | {{#var:highSeverityOdd}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.4 | {{#var:highSeverityOdd}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.7 | {{#var:highSeverityOdd}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.9 | {{#var:highSeverityOdd}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 1 | {{#var:highSeverityOdd}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|6}}{{#vardefine:highSeverityEven|{{#expr: {{#var:highSeverityOdd}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.25 | {{#var:highSeverityEven}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.4 | {{#var:highSeverityEven}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.7 | {{#var:highSeverityEven}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 0.9 | {{#var:highSeverityEven}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityEven}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} &amp;lt; 1 | {{#var:highSeverityEven}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|-&lt;br /&gt;
| {{#vardefineecho:doses|7}}{{#vardefine:highSeverityOdd|{{#expr: {{#var:highSeverityEven}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}&lt;br /&gt;
| {{#expr: {{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.25 | {{#var:highSeverityOdd}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.4 | {{#var:highSeverityOdd}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.7 | {{#var:highSeverityOdd}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 0.9 | {{#var:highSeverityOdd}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
| {{#ifexpr: {{#var:highSeverityOdd}} &amp;gt; 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} &amp;lt; 1 | {{#var:highSeverityOdd}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hangover ====&lt;br /&gt;
{{Quote|&amp;quot;An unpleasant delayed after-effect of alcohol intoxication.&amp;quot;|Hangover description}}&lt;br /&gt;
Once a colonist reaches at least the drunk state, they will go through the hangover stages after their alcohol high severity drops below 40% again. It isn't visible until after the alcohol effect is fully gone however. If a colonist drinks beer while hungover they will be both hungover and inebriated. Severity starts at 100% and decreases consistently to 0% over the course of a full day, &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
! Level !! Severity % !! Mood !! Consciousness !! Other effects&lt;br /&gt;
|-&lt;br /&gt;
! Pounding&lt;br /&gt;
| &amp;gt;40%&lt;br /&gt;
| {{--|12}} (''&amp;quot;It feels like a gaggle of geese are pecking at my skull.&amp;quot;'')&lt;br /&gt;
| {{--|18%}} || {{Bad|Vomiting:}} on average every 0.4 days.&lt;br /&gt;
|-&lt;br /&gt;
! Strong/serious&lt;br /&gt;
| &amp;gt;15%&lt;br /&gt;
| {{--|6}} (''&amp;quot;My head hurts from all that liquor.&amp;quot;'')&lt;br /&gt;
| {{--|8%}} || &lt;br /&gt;
|-&lt;br /&gt;
! Slight/mild&lt;br /&gt;
| &amp;gt;0%&lt;br /&gt;
| {{--|3}} (''&amp;quot;The headache is almost gone.&amp;quot;'')&lt;br /&gt;
| {{--|3%}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tolerance ===&lt;br /&gt;
{{Main|Tolerance}}&lt;br /&gt;
{{Quote|&amp;quot;A built-up tolerance to alcohol. The more severe this tolerance is, the more alcohol it takes to get the same effect.&amp;quot;|Tolerance description}}&lt;br /&gt;
Each beer consumed increases the tolerance of the pawn by {{%|{{#var:toleranceSeverityOffset}}}}, divided by the [[body size]] of the pawn. Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. A [[human]] has a body size of {{Q|Human|Body Size}}. Tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.016}}}} per day.&lt;br /&gt;
&lt;br /&gt;
See sections ''&amp;quot;Alcohol high&amp;quot;'' and ''&amp;quot;Addiction&amp;quot;'' for how tolerance affects alcohol high severity and addiction chance respectively.&lt;br /&gt;
&lt;br /&gt;
If the tolerance is above a certain thresholds it imposes a chance over time to gain the following [[ailments]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;{{Bad|Cirrhosis}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Tolerance above 45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average asthma interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Cirrhosis (Days) | x = 49, 50, 100 | y =  250, 60, 45 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 60 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 45 Days&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Bad|Carcinoma}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Tolerance above 45%''' imposes a chance to get [[carcinoma]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average carcinoma interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Carcinoma (Days) | x = 49, 50, 100 | y = 250, 180, 150 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 180 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 150 Days&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
{{Quote|&amp;quot;A chemical addiction to alcohol. Long-term presence of alcohol has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of alcohol, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.&amp;quot;|Addiction description}}&lt;br /&gt;
Once a pawn has a alcohol tolerance of {{%|{{#var:minToleranceToAddict}} }} or above, each dose carries a chance of alcohol addiction that scales with tolerance. Due to the minimum tolerance to addict, beer can be safely consumed once every {{Plural|{{#var:toleranceSeverityOffset}}/{{#var:toleranceSeverityPerDay}} round 1|day}} without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated before starting the schedule.&lt;br /&gt;
&lt;br /&gt;
The chance of addiction is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tolerance !! Addiction chance !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 0%&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{Graph:Chart&lt;br /&gt;
  | width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = Addiction Chance (%)&lt;br /&gt;
  | x = 0, {{#expr:{{#var:minToleranceToAddict}}*100}}, {{#expr:{{#var:minToleranceToAddict}}*100}}, 50, 80, 100&lt;br /&gt;
  | y = 0, 0, {{#expr:{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) * 100}}, {{#expr:{{P|Addictiveness}} * 5 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| {{%|{{#var:minToleranceToAddict}}}} || {{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || {{%|{{P|Addictiveness}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| 80% || {{%|{{P|Addictiveness}} * 15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.0333}}}} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Drinking beer during an alcohol addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}}}} again ''(see &amp;quot;Upon drinking&amp;quot; above)''.&lt;br /&gt;
&lt;br /&gt;
Developing an addiction also means a pawn has an alcohol [[Needs#Drug addictions|need]]. The need for alcohol falls by {{%|{{#vardefineecho:needFall|0.5}}}} per day, drinking beer satisfies the need by {{%|{{#var:needOffset}}}} ''(see &amp;quot;Upon drinking&amp;quot; above)'', meaning the pawn will need to drink beer at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
{{Quote|&amp;quot;Because of an alcohol addiction, this person needs to regularly consume alcohol to avoid withdrawal symptoms.&amp;quot;|Need description}}&lt;br /&gt;
As soon as the alcohol need reaches 0%, the pawn suffers from the following withdrawal symptoms:&lt;br /&gt;
* {{--|35}} [[Mood]] (''&amp;quot;Feeling shaky. Everything pisses me off. I keep thinking of drinking.&amp;quot;'')&lt;br /&gt;
* {{--|20%}} [[Consciousness]]&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
* {{--|50%}} [[Manipulation]]&lt;br /&gt;
* {{Bad|Mental break}} chance:&lt;br /&gt;
** [[Social drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|hard drug binge}} during each withdrawal.&lt;br /&gt;
&lt;br /&gt;
{{Other Weapon Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Beer is one of the hardest drugs to get addicted to - a pawn at 0% tolerance would need to drink ''15'' beers to get addicted. Therefore, beer is great for [[chemical interest]] pawns and [[Ideoligions#High life|High Life]] [[ideoligion]]s{{IdeologyIcon}}. Note that alcohol binges can still lead to blackouts, which can lead to permanent brain damage.&lt;br /&gt;
&lt;br /&gt;
Even for ordinary pawns, beer can be a decent source for mood boosts. One beer per day gives {{+|10}} mood for 4.8 hours with no chance for addiction and a small decrease to Manipulation. It is recommended to set the [[Menus#Drug policies|drug policy]] to remove &amp;quot;Take for Recreation&amp;quot;. Instead, set a schedule for pawns to take beer once per day. You can also set pawns to drink beer only when mood is low (while still only once per day) to conserve on beer.&lt;br /&gt;
&lt;br /&gt;
In rare cases, you can also use beer to down animals if they have no other food source. This technique can even down [[thrumbo]]s, allowing for an easy kill. Note that this will take multiple bottles depending on the creature and they will only attempt to drink the beer when there is no other food source that they can reach.&lt;br /&gt;
&lt;br /&gt;
=== Brewing temperature ===&lt;br /&gt;
Because the &amp;quot;fatal&amp;quot; range is unforgiving even for a moment, it's recommended to keep your temperatures well within the &amp;quot;ideal&amp;quot; range and have a separate, emergency power/temperature system so that an open door or short-term power loss will not cause the loss of the batch. Double-walling your brewery to insulate from extreme temperatures, and/or installing a long* entry hall/room as an &amp;quot;air lock&amp;quot; with doors at each end is not a bad idea. Also, when planning the location of your brewing, be aware that a kitchen will often be quite warm, as active stoves produce excess heat.&lt;br /&gt;
&lt;br /&gt;
: (* 6 tiles long gives time for the first door to shut before your colonist opens the next, so that your brewery is not exposed to &amp;quot;outside&amp;quot; temperatures. [[Autodoor]]s would shorten this required length.)&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Beer is more or less equal to [[smokeleaf joint]]s. Beer takes {{++|{{%|-1 + (5/4)*({{Q|Smokeleaf plant|Harvest Yield Per Work}}/{{Q|Hop plant|Harvest Yield Per Work}}) round 3}}}} more planter work per item for {{Good|-{{%|(1000/450)/5 round 3}}}} less cook work per item. Beer is worth {{+|{{%|-1+{{Q|Beer|Market Value Base}}/{{Q|Smokeleaf joint|Market Value Base}} round 3}}}} more silver, but it takes longer to load. Therefore, smokeleaf can be better with a better planter, and beer better with a better cook. [[Drug lab]]s will allow you to create smokeleaf at an unpenalized speed.&lt;br /&gt;
&lt;br /&gt;
Beer is almost completely inferior to [[flake]] as a trade drug, as beer takes {{++|{{%|-1 + (5/4)*({{Q|Psychoid plant|Harvest Yield Per Work}}/{{Q|Hop plant|Harvest Yield Per Work}}) round 3}}}} more planter work per item, is worth {{--|{{%|-1+{{Q|Flake|Market Value Base}}/{{Q|Beer|Market Value Base}} round 3}}}} less per item, for {{Good|{{%|-1+(200/250) round 3}}}} less work per item created. Flake creation is based off Intellectual skill, so beer may have a niche if you have a pawn great at Cooking, but no intellectual pawn.&lt;br /&gt;
&lt;br /&gt;
Regardless - if your colony already uses beer, then you can sell any excess beer to traders.&lt;br /&gt;
&lt;br /&gt;
== Production math ==&lt;br /&gt;
Don't worry, we'll walk you through it...&lt;br /&gt;
* 25 hops makes 5 wort&lt;br /&gt;
* A single fermenting barrel can hold up to 25 wort&lt;br /&gt;
* 1 wort = 1 beer&lt;br /&gt;
That means that 125 hops = 25 wort = 1 full barrel = 25 beer. &lt;br /&gt;
&lt;br /&gt;
* Fermentation takes 6 days for 25 beer.&lt;br /&gt;
* 1 pawn can drink 1 beer/day without risk of [[addiction]].&lt;br /&gt;
Due to inefficiency, let's assume that the entire loading process takes 7 days. 1 barrel can therefore support 3.5 pawns (25 beer/7 days).  It would not be too hard to have everything in place and approach something just over 6 days/run, which, ''if maintained'', would give you a production rate closer to 1 barrel = beer for 4 pawns.&lt;br /&gt;
&lt;br /&gt;
Before [[difficulty]] multipliers and the [[Plant Harvest Yield]] stat, 16 [[hop plant]]s are enough to fill 1 barrel. In Losing is Fun, a grower with 8 Plants skill would require 20 hop plants to fill 1 barrel.&lt;br /&gt;
&lt;br /&gt;
==== Multiple barrels ====&lt;br /&gt;
If wort is added to a barrel that is already in the fermentation process, that process gets reset and starts over with the new amount, the full 6 days. Manipulating multiple barrels so they don't suffer this setback requires a small amount of detail work, but nothing too micro-managing. Wort is added from a stockpile to the &amp;quot;nearest&amp;quot; barrel, so multiple barrels require multiple small stockpiles.&lt;br /&gt;
&lt;br /&gt;
Set up your barrels a few tiles apart from each other, and set up a small (3-5 tile) stockpile ''adjacent'' to them. Every tile in the stockpile has to be closer to its barrel than to any other barrel. Give each stockpile a separate, distinct name - maybe &amp;quot;''barrel no. 1''&amp;quot; or &amp;quot;''beer north''&amp;quot;. A single tile of colored [[carpet]] could be used for &amp;quot;''red beer''&amp;quot;/&amp;quot;''dark beer''&amp;quot; etc - whatever works for you, just so ''you'' know which stockpile is with which barrel.&lt;br /&gt;
&lt;br /&gt;
When ordering wort to be made, try to do it in batches of 5; 1 batch is 5 wort, each barrel holds 25 wort max, 5 batches is a full barrel. When setting the Bill, go into Details and specify ''which stockpile'' these 25 wort will be taken to. You can have multiple Bills up at once, even if they are all for &amp;quot;5 wort&amp;quot;. Just make sure each one points to a different stockpile.&lt;br /&gt;
&lt;br /&gt;
If the wort-making process is broken into different amounts, manually ordering the wort to be &amp;quot;merged&amp;quot; into a stack of 25 may help. Then wait, or order that to be hauled - and a new, full barrel is started.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
In real life, beer is brewed from malted barley/wheat, not hops. Hops are used in the brewing of beer to provide flavor and as a preservative. &lt;br /&gt;
&lt;br /&gt;
Also unlike its RimWorld counterpart, real beer is typically not flammable as it does not have sufficient alcohol content. In fact, a bottle of beer being placed in a fire would be more likely to extinguish it when the bottle broke.&lt;br /&gt;
&lt;br /&gt;
This, along with [[wood]], is one of only two items that serves dual purposes as both a usable item and an improvised weapons.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Beer a.png|One beer&lt;br /&gt;
Beer b.png|Stack of beer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Possibly Added. Beer brewing, beer drinking, inebriated thoughts, ability impacts and hangovers added.&lt;br /&gt;
* ? - No longer produced directly from hops at the brewery, now must be placed in barrels to ferment.&lt;br /&gt;
* Beta 19/1.0 - Beer fermenting time 10 days -&amp;gt; 6 days. Buffed beer bottles slightly (~10%) above fists in terms of DPS. Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity. Alcohol severity per day -1.0 -&amp;gt; 0.75, so it lasts longer. Alcohol mood gains all increase +2.&lt;br /&gt;
&lt;br /&gt;
{{Nav/drugs}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Social Drug]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Improvised Weapons]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smokeleaf_joint&amp;diff=126325</id>
		<title>Smokeleaf joint</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smokeleaf_joint&amp;diff=126325"/>
		<updated>2023-01-19T12:08:31Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|drug&lt;br /&gt;
| name = Smokeleaf joint&lt;br /&gt;
| image = Joint a.png&lt;br /&gt;
| description = Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency.&amp;lt;br&amp;gt;Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social drug&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| marketvalue = 11&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| flammability = 1.3&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| addictiveness = 0.02&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 720&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt; &lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| production facility 2 = Drug lab&lt;br /&gt;
| skill 1 = Cooking&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| resource 1 = Smokeleaf leaves&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| drug category = social}}&lt;br /&gt;
{{Info|'''Smokeleaf joints''' are [[social drugs]] that are relatively safe to use, easy to produce, and provide a moderately potent [[mood]] and [[recreation]] buff, balanced by some drawbacks. Care should be taken however, as the [[consciousness]] debuff its high inflicts can cause death in pawns with already lowered consciousness.}}&lt;br /&gt;
&lt;br /&gt;
Smokeleaf joint will [[Deterioration|deteriorate]] with the usual conditions...&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Smokeleaf joints can be cooked at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]]. No [[research]] is required to craft smokeleaf joints. Each joint requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Its [[Drug Cooking Speed|cooking speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill.&lt;br /&gt;
Despite being [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]]-based, the [[Crafting]] work-type must be enabled in the [[Work]] menu in order to perform this activity.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[raider]]s and [[Trade|purchased]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Smokeleaf is a moderately potent mood enhancing social drug that has a variety of effects. These can be broken into effects that occur:&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* While having a built-up tolerance to the drug.&lt;br /&gt;
* While addicted to the drug.&lt;br /&gt;
* While withdrawing from the drug.&lt;br /&gt;
&lt;br /&gt;
=== Upon smoking ===&lt;br /&gt;
A pawn smoking a smokeleaf joint will look for a place to sit first, but is still able to smoke without one. Smokeleaf joints are smoked, taking {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:&lt;br /&gt;
&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* {{--|10%}} [[Rest]]&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.5}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Stoned on smokeleaf severity, depending on tolerance ''(see &amp;quot;Stoned on smokeleaf&amp;quot; below)''&lt;br /&gt;
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.03}}}}}} [[Drugs#Tolerance|Tolerance]] severity, divided by body size ''(see &amp;quot;Tolerance&amp;quot; below)''&lt;br /&gt;
* If the pawn has {{%|{{#vardefineecho:minToleranceToAddict|0.15}}}} tolerance already:&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''{{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }} to {{%|{{P|Addictiveness}} * 15}}'''&amp;lt;/span&amp;gt; [[Addiction]] chance ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
* If the pawn has an addiction already:&lt;br /&gt;
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Smokeleaf need ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.06}}}}}} Addiction progress ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
&lt;br /&gt;
=== Stoned on smokeleaf ===&lt;br /&gt;
{{Quote|&amp;quot;Smokeleaf's active chemical in the bloodstream. Generates a soft feeling of fuzzy well-being.&amp;quot;|Stoned on smokeleaf description}}&lt;br /&gt;
&lt;br /&gt;
Each joint smoked increases the stoned on smokeleaf severity by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}}}}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|1}}}} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24)}}}} and '''{{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}}}}|hour}}'''. The maximum severity of a smokeleaf high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{Plural|1/{{#var:highSeverity}}/0.25 round 1|joint}}. Regardless of the smokeleaf high severity, the effects are always the same. Only their duration changes accordingly:&lt;br /&gt;
* {{+|13}} [[Mood]] (''&amp;quot;I'm, like, stoned, man.&amp;quot;'')&lt;br /&gt;
* {{--|30%}} [[Consciousness]] ('''WARNING:''' If a pawns consciousness drops to 0% they die.)&lt;br /&gt;
* {{--|10%}} [[Moving]]&lt;br /&gt;
* {{++|30%}} [[Saturation|Hunger]] rate factor offset. (Note: The offsets to the factor are additive with each other, while the factor itself is multiplicative with the hunger rate.)&lt;br /&gt;
* {{---|20%}} [[Pain]]&lt;br /&gt;
&lt;br /&gt;
=== Tolerance ===&lt;br /&gt;
{{Main|Tolerance}}&lt;br /&gt;
{{Quote|&amp;quot;A built-up tolerance to smokeleaf. The more severe this tolerance is, the more smokeleaf it takes to get the same effect.&amp;quot;|Tolerance description}}&lt;br /&gt;
Each smokeleaf joint consumed increases the tolerance of the pawn by {{%|{{#var:toleranceSeverityOffset}}}}, divided by the body size of the pawn. Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. A [[Human]] has a body size of {{Q|Human|Body Size}}. Tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.015}}}} per day.&lt;br /&gt;
&lt;br /&gt;
See sections ''&amp;quot;Stoned on smokeleaf&amp;quot;'' and ''&amp;quot;Addiction&amp;quot;'' for how tolerance affects stoned on smokeleaf severity and addiction chance respectively.&lt;br /&gt;
&lt;br /&gt;
If the tolerance is above a certain thresholds it imposes a chance over time to gain the following [[ailments]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Carcinoma'''&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Tolerance above 36%''' imposes a chance to get [[carcinoma]] proportional to the tolerance held. Carcinoma gained this way will affect only lungs and only one lung at a time.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tolerance !! Average carcinoma interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 36% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{GraphChart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Carcinoma (Days) | x = 40, 40, 100 | y = 250, 180, 135 | xAxisMin = 36 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 40% || 180 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 135 Days&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Asthma'''&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Tolerance above 45%''' imposes a chance to get [[asthma]] proportional to the tolerance held. Asthma gained this way will affect both lungs.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tolerance !! Average asthma interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{GraphChart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Asthma (Days) | x = 50, 50, 100 | y =  250, 180, 135 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 180 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 135 Days&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
{{Quote|&amp;quot;A chemical addiction to smokeleaf. Long-term use of smokeleaf has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of smokeleaf, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.&amp;quot;|Addiction description}}&lt;br /&gt;
Once a pawn has a [[#Tolerance|tolerance]] of {{%|{{#var:minToleranceToAddict}} }} or above, each dose carries a chance of addiction that scales with tolerance. Due to the minimum tolerance to addict, smokeleaf joints can be safely consumed once every {{Plural|{{#var:toleranceSeverityOffset}}/{{#var:toleranceSeverityPerDay}}|day}} without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated before starting the schedule.&lt;br /&gt;
&lt;br /&gt;
The chance of addiction is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tolerance !! Addiction chance !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 0%&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{GraphChart&lt;br /&gt;
  | width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = Addiction Chance (%)&lt;br /&gt;
  | x = 0, {{#expr:{{#var:minToleranceToAddict}}*100}}, {{#expr:{{#var:minToleranceToAddict}}*100}}, 50, 80, 100&lt;br /&gt;
  | y = 0, 0, {{#expr:{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) * 100}}, {{#expr:{{P|Addictiveness}} * 5 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| {{%|{{#var:minToleranceToAddict}}}} || {{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || {{%|{{P|Addictiveness}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| 80% || {{%|{{P|Addictiveness}} * 15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.0333}}}} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Consuming smokeleaf during an addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}}}} again ''(see &amp;quot;Upon smoking&amp;quot; above)''.&lt;br /&gt;
&lt;br /&gt;
Developing an addiction means a pawn has a smokeleaf [[Needs#Drug addictions|need]]. The need for smokeleaf falls by {{%|{{#vardefineecho:needFall|0.5}}}} per day, consuming smokeleaf satisfies the need by {{%|{{#var:needOffset}}}} ''(see &amp;quot;Upon smoking&amp;quot; above)'', meaning the pawn will need to consume smokeleaf at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
{{Quote|&amp;quot;Because of a smokeleaf dependence, this person needs to regularly consume the drug to avoid withdrawal symptoms.&amp;quot;|Need description}}&lt;br /&gt;
As soon as the smokeleaf need reaches 0% the pawn suffers from the following withdrawal symptoms:&lt;br /&gt;
* {{--|20}} [[Mood]] (''&amp;quot;I really wish I could smoke. I feel jittery, and my gut has that anxious sensation all the time.&amp;quot;'')&lt;br /&gt;
* {{--|20%}} [[Consciousness]] ('''WARNING:''' If a pawns consciousness drops to 0% they die.)&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Mental break'''&amp;lt;/span&amp;gt; chances:&lt;br /&gt;
** [[Food binge]]: on average every {{#vardefineecho:foodBingeMtb|30}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:foodBingeMtb}} round 1|food binge}} during each withdrawal.&lt;br /&gt;
** [[Hard drug binge]]: on average every {{#vardefineecho:drugBingeMtb|50}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:drugBingeMtb}} round 1|hard drug binge}} during each withdrawal.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
This is a relatively easy to acquire drug with moderate [[mood]] boosting and [[Recreation]] effects, but the high has significant penalties to Pawn [[Capacities]], such as decreased Consciousness and Moving. As such, it is advisable to change your colonists' [[drug policy]] setting from the default of free recreational use.&lt;br /&gt;
&lt;br /&gt;
As a social drug, consumption is relatively safe compared to [[Hard Drugs|hard drugs]]; one smokeleaf joint every 2 days will not cause dependency. If smoked more often and the smokeleaf [[tolerance]] reaches 15% or more, then consumption has a 2% chance to create [[Drugs#Addiction and Tolerance|addiction]]. Those with visible tolerance will develop [[asthma]] or [[carcinoma]] in the lungs in a mean time of 180 days.&lt;br /&gt;
&lt;br /&gt;
Despite a +13 mood boost and its relative safety, smokeleaf is not suitable for regular mood management due to its severe [[Consciousness]] penalty of 30%. Consciousness directly impacts Moving and Manipulation, and [[Manipulation]] in turn heavily impacts a very large number of critical pawn stats and most production speeds.&lt;br /&gt;
&lt;br /&gt;
The default [[Menus#Assign|drug policy]] for new colonists is set to &amp;quot;Social drugs&amp;quot;, which, also by default, has smokeleaf set to &amp;quot;For recreation&amp;quot;, meaning colonists are allowed to smoke a joint whenever they feel like it for joy and social purposes. Due to the [[#Warning|risks]] and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent [[mental break]]s.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Joint a.png|One smokeleaf joint&lt;br /&gt;
Joint b.png|Partial stack&lt;br /&gt;
Joint c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* Version 1.0 the effect of the mood buff was decreased from 15 to 13.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Social Drug]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wake-up&amp;diff=126324</id>
		<title>Wake-up</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wake-up&amp;diff=126324"/>
		<updated>2023-01-19T12:06:23Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Wake-up&lt;br /&gt;
| image = Wakeup a.png&lt;br /&gt;
| description = A synthetic stimulant. Wake-up fills the user's need for rest, allowing them to work for extended periods without getting tired. However, taking wake-up runs the risk of developing an addiction.&amp;lt;br&amp;gt;In the most competitive universities and companies of many worlds, high-achievers are sometimes called 'wake-ups' because of the association with this drug.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Hard Drug&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| marketvalue = 35&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.005&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.4&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| addictiveness = 0.02&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 = Drug lab&lt;br /&gt;
| research = Wake-up production&lt;br /&gt;
| work to make = 900&lt;br /&gt;
| skill 1 = Intellectual&lt;br /&gt;
| resource 1 = Neutroamine&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = WakeUp&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| page verified for version = 1.3.3326&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Wake-up''' is a powerful but mildly dangerous stimulant [[drug]]. It fully fills the rest need immediately upon use, and reduces the rate that rest need is lost during the high. It also greatly increases a pawn's [[global work speed]], and also gives a modest boost to a number of stats via its capacity boosts. However, it cannot be used safely - any use carries the risk of an instant addiction, and of an instant overdose. There is also a low risk of [[heart attack]] for the duration of the high.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Wake-up can be manufactured at a [[{{lc:{{P|Production Facility 1}}}}]] for {{P|Resource 1 Amount}}&amp;amp;nbsp;[[{{lc:{{P|Resource 1}}}}]] taking {{ticks|{{P|Work To Make}}}}. It requires [[Research#{{P|Required Research}}|{{lc:{{P|Required Research}}}}]] to be researched. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{lc:{{P|Skill 1}}}}]] skill.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[raider]]s and [[Trade|purchased]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Wake-up is a powerful stimulant that has a variety of effects. These can be broken into effects that occur:&lt;br /&gt;
&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* While addicted to the drug.&lt;br /&gt;
* While withdrawing from the drug.&lt;br /&gt;
&lt;br /&gt;
=== Upon consumption ===&lt;br /&gt;
A pawn taking wake-up will do so right where it stands without looking for a place to sit first. It takes {{ticks|{{P|Ingestion Time}}}} to swallow the pill. It has the following one time effects:&lt;br /&gt;
&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* {{+|100%}} [[Rest]]&lt;br /&gt;
* {{++|18% to +35%}} [[Overdose]] severity&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''{{%|{{#vardefineecho:overdoseChance|0.005}}}}'''&amp;lt;/span&amp;gt; Chance for a [[Overdose#Major|major overdose]]&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.75}}}}''' Wake-up high severity ''(see &amp;quot;Wake-up high&amp;quot; below)''&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''{{%|{{P|Addictiveness}}}}'''&amp;lt;/span&amp;gt; [[Addiction]] chance&lt;br /&gt;
* If the pawn has an addiction already:&lt;br /&gt;
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Wake-up need ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}}}}}} Addiction progress ''(see &amp;quot;Withdrawal&amp;quot; below)''&lt;br /&gt;
&lt;br /&gt;
=== Wake-up high ===&lt;br /&gt;
{{Quote|text=&amp;quot;Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
While each wake-up injection increases the severity of the wake-up high by {{%|{{#var:highSeverity}}}} ''(see &amp;quot;Upon injection&amp;quot; above)'', it decreases by {{%|{{#vardefineecho:highSeverityPerDay|1.5}}}} per day again, meaning that for one wake-up the high lasts '''{{Plural|{{#vardefineecho:highDuration|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24) round 1}}}}|hour}}'''. The maximum severity of a wake-up high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 2}}&amp;amp;nbsp;wake-up. Regardless of the wake-up high severity the effects are always the same, only their duration changes accordingly:&lt;br /&gt;
&lt;br /&gt;
* {{+|10%}} [[Consciousness]]&lt;br /&gt;
* {{+|10%}} [[Moving]]&lt;br /&gt;
* {{+|50%}} [[Global work speed]]&lt;br /&gt;
* {{+|20%}} [[Psycasts#Psyfocus|Psyfocus meditation rate]] {{RoyaltyIcon}}&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:forestgreen&amp;gt;'''×80%'''&amp;lt;/span&amp;gt; [[Rest]] need fall rate&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Ailment'''&amp;lt;/span&amp;gt; chance:&lt;br /&gt;
** [[Heart attack]]: on average every 120 days.&lt;br /&gt;
&lt;br /&gt;
=== Tolerance ===&lt;br /&gt;
As of version [[Version/1.2.3005|1.2.3005]], wake-up no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behaviour.&amp;lt;ref&amp;gt;Rejected bug report: [https://ludeon.com/forums/index.php?topic=53403.msg484707#msg484707 &amp;quot;&amp;amp;#91;1.2.2753&amp;amp;#93; Wake-up and go-juice do not cause tolerance&amp;quot;]. Unused tolerance effects: ''&amp;quot;A built-up tolerance to wake-up. The more severe this tolerance is, the more wake-up it takes to get the same effect.&amp;quot;'' Starting at 45% tolerance the pawn could get severe [[chemical damage]] in the kidney reducing the part efficiency by 80%. The chemical damage would be applied in a curve with the following points: a) At 45% tolerance on average every 99999 days. b) At 50% tolerance on average every 180 days. c) At 100% tolerance on average every 135 days. All values in between are calculated with linear interpolation. The wake-up tolerance would decrease by 1.5% per day.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
{{Quote|&amp;quot;A chemical addiction to wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.&amp;lt;br&amp;gt;Without regular doses of wake-up, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.&amp;quot;|Addiction description}}&lt;br /&gt;
&lt;br /&gt;
Each dose of wake-up carries a {{%|{{P|Addictiveness}}}} chance of addiction. There is therefore no safe dose interval.&lt;br /&gt;
&lt;br /&gt;
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.045}}}} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Consuming wake-up during an addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}}}} again ''(see &amp;quot;Upon injection&amp;quot; above)''.&lt;br /&gt;
&lt;br /&gt;
Developing an addiction means a pawn has a wake-up [[Needs#Drug addictions|need]]. The need for wake-up falls by {{%|{{#vardefineecho:needFall|0.333}}}} per day, consuming wake-up satisfies the need by {{%|{{#var:needOffset}}}} ''(see &amp;quot;Upon injection&amp;quot; above)'', meaning the pawn will need to consume wake-up at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
{{Quote|&amp;quot;Because of a wake-up addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms.&amp;quot;|Need description}}&lt;br /&gt;
&lt;br /&gt;
As soon as the wake-up need reaches 0%, the pawn suffers from the following symptoms:&lt;br /&gt;
&lt;br /&gt;
* {{--|22}} [[Mood]] (''&amp;quot;I feel all fuzzy and unfocused. And I'm so tired.&amp;quot;'')&lt;br /&gt;
* {{--|30%}} [[Consciousness]]&lt;br /&gt;
* {{--|25%}} [[Manipulation]]&lt;br /&gt;
* {{--|20%}} [[Moving]]&lt;br /&gt;
* {{++|30%}} [[Rest Fall Rate|Rest fall factor]] (meaning the pawn needs to sleep about a 30% sooner)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''×200%'''&amp;lt;/span&amp;gt; [[Social#Social Fights|Social fight chance]] (meaning the pawn is twice as likely to start a social fight)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Mental break'''&amp;lt;/span&amp;gt; chances:&lt;br /&gt;
** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|hard drug binge}} during each withdrawal.&lt;br /&gt;
** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|10}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1|wandering}} during each withdrawal.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).  &lt;br /&gt;
&lt;br /&gt;
Unless you need an immediate and significant boost in chemical [[recreation]] or [[rest]] it is recommended to wait at least {{#expr: {{#var:highDuration}}*(({{#var:highSeverity}}-1+{{#var:highSeverity}})/{{#var:highSeverity}})}}&amp;amp;nbsp;hours between the first and the second dose of wake-up. The third dose and any dose after that shouldn't be taken earlier than {{#var:highDuration}}&amp;amp;nbsp;hours after the second to last dose. Otherwise some hours of the high will be wasted.&lt;br /&gt;
&lt;br /&gt;
If the second dose is taken less than {{#expr: (2*{{#vardefineecho:maxOverdoseSeverity|0.35}}-0.5)/(1/24)}}&amp;amp;nbsp;hours after the first one, the overdose severity might build up resulting in a [[Overdose#Minor|minor overdose]] (this is unrelated to the 0.5% chance for a [[Overdose#Major|major overdose]] that comes with each injection). Be particulary careful when taking even more doeses of wake-up or using it in combination with other drugs!&lt;br /&gt;
&lt;br /&gt;
There are two primary reasons to take wake-up, though both might be relevant at the same time. These reasons are:&lt;br /&gt;
# Reducing the need for sleep&lt;br /&gt;
# Providing stat buffs&lt;br /&gt;
&lt;br /&gt;
In an emergency, the [[recreation]] boost may be necessary however there are safer and cheaper methods of getting chemical recreation.&lt;br /&gt;
&lt;br /&gt;
=== Sleep reduction strategies ===&lt;br /&gt;
No matter the goal, it is usually preferable to manually take each pill to get the most out of the complete satisfaction of the need to rest and the high.&lt;br /&gt;
==== Awake without penalties ====&lt;br /&gt;
If the goal is to avoid any mood penalties from tiredness, then the following math applies, assuming the pawn starts from 100% [[rest]]:  &lt;br /&gt;
* The first dose should be taken after 18.2 hours awake, at which point the pawn's rest has declined to 28%, the &amp;quot;Drowsy&amp;quot; threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.&lt;br /&gt;
* While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.&lt;br /&gt;
* The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will either need to take another dose or sleep normally.&lt;br /&gt;
&lt;br /&gt;
Thus, a single dose can keep a pawn awake for 38.8 hours before getting drowsy. Each individual dose keeps a pawn awake for 20.6 more hours without penalty. In 20.6 hours, normal overdose severity will completely wear off entirely by the next dose, but in the case of the 1/200 chance of a large overdose occurring, then only the mildest large overdoses will have resolved themselves by this point. Large overdoses run the risk of causing brain damage. The risk of [[heart attack]] must also be considered, unless a [[prosthetic heart|prosthetic]] or [[bionic heart]] is installed.&lt;br /&gt;
&lt;br /&gt;
==== Awake with or without penalties ====&lt;br /&gt;
If mood is not is not a factor, and the goal is simply to keep the pawn from falling unconscious (i.e. keep rest need above 0%), then the following math applies, again assuming the pawn starts from 100% [[rest]]:  &lt;br /&gt;
* The first dose should be taken after 34.2 hours awake, at which point the pawn's rest has declined to 1%, the &amp;quot;Exhausted&amp;quot; threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.&lt;br /&gt;
* While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.&lt;br /&gt;
* The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will be &amp;quot;Drowsy&amp;quot; and incur a {{--|6}} penalty.&lt;br /&gt;
* The remaining rest will drop to the 14% penalty threshold after 5.1 hours, at which point the pawn will be &amp;quot;Tired&amp;quot; and incur a {{--|12}} penalty.&lt;br /&gt;
* The remaining rest will drop to the 1% penalty threshold after 10.9 hours, at which point the pawn will be &amp;quot;Exhausted&amp;quot; and incur a {{--|18}} penalty. At this point the pawn has 0.4 hours to take another dose or sleep normally, otherwise they risk falling unconscious where they are.&lt;br /&gt;
&lt;br /&gt;
Thus, a single dose can keep a pawn awake for 70.7 hours, if you are willing to make a pawn exhausted. Each individual dose keeps a pawn awake for up to 36.5 more hours. By this time, both normal and large overdoses of any severity will have completely worn off. Large overdoses run the risk of causing brain damage. The risk of [[heart attack]] must also be considered, unless a [[prosthetic heart|prosthetic]] or [[bionic heart]] is installed.&lt;br /&gt;
&lt;br /&gt;
=== Stat boost strategies ===&lt;br /&gt;
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of [[Go-juice]] stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.&lt;br /&gt;
&lt;br /&gt;
If maximum increase in surgery success chance with a single drug is desired, and working speed is not a concern, Go-juice is superior to Wake-up due to its 20% boost to consciousness, compared to Wake-up's 10%.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wakeup a.png|One wake-up&lt;br /&gt;
Wakeup b.png|Stack of wake-up&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduced wake-up meditation focus gain from 40% to 20%.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
[[Category:Drug]] [[Category:Hard Drug]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flake&amp;diff=126323</id>
		<title>Flake</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flake&amp;diff=126323"/>
		<updated>2023-01-19T11:57:57Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Verification and correction. Appears to have been brought up to [[User:Ickputzdirwech ]]'s drug standard but has mistakes like saying it has a safe dosage interval. Update to standard needs to be checked}}{{Infobox main|drug&lt;br /&gt;
| name = Flake&lt;br /&gt;
| image = Flake_c.png|Flake&lt;br /&gt;
| description = A flaky white preparation of psychite that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce and extremely pleasurable to use, it is exceptionally addictive. Flake is known for destroying lives, communities, and entire societies.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Hard Drug&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| marketvalue = 14&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.7&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| addictiveness = 0.05&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 650&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Psychite refining&lt;br /&gt;
| work to make = 250&lt;br /&gt;
| skill 1 = Intellectual&lt;br /&gt;
| resource 1 = Psychoid leaves&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Flake&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Flake&lt;br /&gt;
| label = Flake&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!-- Drug Parameters --&amp;gt;&lt;br /&gt;
| pain factor = 0.5&lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.2&lt;br /&gt;
| mood offset = 35}}&lt;br /&gt;
{{Info|'''Flake''' is potent [[mood]] enhancing [[hard drugs|hard]] [[Drugs|drug]] that significantly improves the mood of a pawn and provides additional bonuses, at the risk of addiction and overdose. It is cheaper than yayo, but comes with additional maluses.}}&lt;br /&gt;
&lt;br /&gt;
Flake will [[Deterioration|deteriorate]] with the usual conditions...&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Flake can be synthesized at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each dose requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[raider]]s and [[Trade|purchased]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Flake is a highly potent mood enhancing drug that has a variety of effects. These can be broken into effects that occur:&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* While having a built-up tolerance to the drug.&lt;br /&gt;
* While addicted to the drug.&lt;br /&gt;
* While withdrawing from the drug.&lt;br /&gt;
&lt;br /&gt;
'''Note that psychite tolerance, addiction and withdrawal are shared by [[psychite tea]], flake and [[yayo]].'''&lt;br /&gt;
&lt;br /&gt;
=== Upon smoking ===&lt;br /&gt;
A pawn taking flake will do so right where it stands without looking for a place to sit first. Flake is smoked, taking {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:&lt;br /&gt;
&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* {{+|20%}} [[Rest]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''{{%|{{#vardefineecho:overdoseChance|0.015}}}}'''&amp;lt;/span&amp;gt; Chance for a [[Overdose#Major|major overdose]]&lt;br /&gt;
* {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}}}}}} [[Overdose]] severity&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Flake high severity, depending on psychite tolerance ''(see &amp;quot;Flake high&amp;quot; below)''&lt;br /&gt;
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.04}}}}}} Psychite tolerance severity, divided by body size ''(see &amp;quot;Psychite tolerance&amp;quot; below)''&lt;br /&gt;
* If the pawn has a {{%|{{#vardefineecho:minToleranceToAddict|0.1}}}} psychite tolerance already:&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''{{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }} to {{%|{{P|Addictiveness}} * 15}}'''&amp;lt;/span&amp;gt; Psychite [[addiction]] chance ''(see &amp;quot;Psychite addiction&amp;quot; below)''&lt;br /&gt;
* If the pawn has a psychite addiction already:&lt;br /&gt;
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Psychite need ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.3}}}}}} Addiction progress ''(see &amp;quot;Withdrawal&amp;quot; below)''&lt;br /&gt;
&lt;br /&gt;
=== Flake high ===&lt;br /&gt;
{{Quote|&amp;quot;Active flake in the bloodstream. Generates an intense euphoric, debilitating high.&amp;quot;|High on flake description}}&lt;br /&gt;
&lt;br /&gt;
Each flake increases the flake high severity by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}}}}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|3}}}} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24) round 1}}}} and '''{{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} round 1}}|hour}}'''. The maximum severity of a flake high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{#expr: 1/{{#var:highSeverity}}/0.25 round 1}}&amp;amp;nbsp;flake. Regardless of the flake high severity, the effects are always the same. Only their duration changes accordingly:&lt;br /&gt;
&lt;br /&gt;
* {{+|35}} [[Mood]] (''&amp;quot;So good, so good.&amp;quot;'')&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:forestgreen&amp;gt;'''×50%'''&amp;lt;/span&amp;gt; [[Pain]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:forestgreen&amp;gt;'''×33%'''&amp;lt;/span&amp;gt; [[Rest Fall Rate|Rest fall factor]]&lt;br /&gt;
&lt;br /&gt;
=== Psychite tolerance ===&lt;br /&gt;
{{Main|Tolerance}}&lt;br /&gt;
{{Quote|&amp;quot;A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect.&amp;quot;|Tolerance description}}&lt;br /&gt;
&lt;br /&gt;
Each flake consumed increases the psychite tolerance of the pawn by {{%|{{#var:toleranceSeverityOffset}}}}, divided by the body size of the pawn. Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. A [[Human]] has a body size of {{Q|Human|Body Size}}. Psychite tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.015}}}} per day.&lt;br /&gt;
&lt;br /&gt;
See sections ''&amp;quot;Flake high&amp;quot;'' and ''&amp;quot;Psychite addiction&amp;quot;'' for how psychite tolerance affects flake high severity and psychite addiction chance respectively.&lt;br /&gt;
&lt;br /&gt;
If the psychite tolerance is above a certain thresholds it imposes a chance over time to gain the following [[ailment]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Chemical damage (severe)'''&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Tolerance above 45%''' imposes a chance proportional to the tolerance held to get [[chemical damage]] (severe). Chemical damage (severe) gained this way will affect only kidneys and only one kidney at a time.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tolerance !! Chemical damage (severe)&amp;lt;br&amp;gt;average interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{GraphChart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB (Days) | x = 50, 50, 100 | y = 250, 180, 135 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 180 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 135 Days&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychite addiction ===&lt;br /&gt;
{{Quote|&amp;quot;A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of psychite from drugs like flake or yayo, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.&amp;quot;|Addiction description}}&lt;br /&gt;
&lt;br /&gt;
Once a pawn has a psychite tolerance of {{%|{{#var:minToleranceToAddict}} }} or above, each dose carries a chance of psychite addiction that scales with tolerance. From 1 dose, takes {{Plural|{{#var:toleranceSeverityOffset}}/{{#var:toleranceSeverityPerDay}} round 1|day}} between doses to reach 0% tolerance, so long as the pawn has a body size of 1 or higher.&lt;br /&gt;
The chance of addiction is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tolerance !! Addiction chance !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 0%&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{GraphChart&lt;br /&gt;
  | width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = Addiction Chance (%)&lt;br /&gt;
  | x = 0, {{#expr:{{#var:minToleranceToAddict}}*100}}, {{#expr:{{#var:minToleranceToAddict}}*100}}, 50, 80, 100&lt;br /&gt;
  | y = 0, 0, {{#expr:{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) * 100}}, {{#expr:{{P|Addictiveness}} * 5 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| {{%|{{#var:minToleranceToAddict}}}} || {{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || {{%|{{P|Addictiveness}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| 80% || {{%|{{P|Addictiveness}} * 15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.0333}} }} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Consuming flake during a psychite addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}} }} again ''(see &amp;quot;Upon smoking&amp;quot; above)''.&lt;br /&gt;
&lt;br /&gt;
Developing a psychite addiction has the following one time effect:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''15%'''&amp;lt;/span&amp;gt; [[Chemical damage]] (severe) chance&lt;br /&gt;
&lt;br /&gt;
Developing an addiction also means a pawn has a psychite [[Needs#Drug addictions|need]]. The need for psychite falls by {{%|{{#vardefineecho:needFall|0.5}}}} per day, consuming psychite satisfies the need by {{%|{{#var:needOffset}}}} ''(see &amp;quot;Upon smoking&amp;quot; above)'', meaning the pawn will need to consume flake at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
=== Psychite withdrawal ===&lt;br /&gt;
{{Quote|&amp;quot;Because of a psychite addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms.&amp;quot;|Need description}}&lt;br /&gt;
&lt;br /&gt;
As soon as the psychite need reaches 0%, the pawn suffers from the following withdrawal symptoms:&lt;br /&gt;
* {{--|35}} [[Mood]] (''&amp;quot;God I'm tired. Everything's so slow and boring. Especially me.&amp;quot;'')&lt;br /&gt;
* {{--|20%}} [[Consciousness]]&lt;br /&gt;
* {{--|20%}} [[Moving]]&lt;br /&gt;
* {{--|20%}} [[Manipulation]]&lt;br /&gt;
* {{++|30%}} [[Rest Fall Rate|Rest fall factor]] (meaning the pawn needs to sleep about a 30% sooner)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''300%'''&amp;lt;/span&amp;gt; [[Social Fight Chance Factor]] (Note: This factor is not added or multiplied, but set.)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Mental break'''&amp;lt;/span&amp;gt; chances:&lt;br /&gt;
** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|hard drug binge}} during each withdrawal.&lt;br /&gt;
** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|10}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1|psychotic wandering}} during each withdrawal.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Flake is one of three drugs that can be produced from psychoid leaves, the others being [[psychite tea]] and [[yayo]]. [[Go-juice]] is a derivative of yayo. In general, flake is better for selling, not using.&lt;br /&gt;
&lt;br /&gt;
===Drug===&lt;br /&gt;
As a mood control drug, flake is generally inferior to yayo. Yayo is safer: it has a much lower addiction chance (1% vs 5%), a lower major overdose chance (1% vs 1.5%), and each unit of yayo lasts twice as long as flake, meaning there are less chances to become addicted. They both give {{+|35}} mood and x50% pain, but yayo also gives {{+|15%}} [[Moving]]. Flake's only real advantages as a taken drug are 1. the increased chemical Recreation per leaf, and 2. flake's smaller discrete doses. Yayo is worth two flake and each high lasts twice as long, but it has to be taken all at once. You can &amp;quot;split up&amp;quot; flake for 2 seperate mood emergencies.&lt;br /&gt;
&lt;br /&gt;
Psychite tea only gives {{+|12}} mood and {{Good|x80%}} Rest Fall Rate, but is considerably safer than both flake and yayo. '''Adults''' can safely drink tea once every 2 days without getting addicted. This makes tea far more useful for regular use. However, all 3 psychite drugs contribute towards the same tolerance, so tea's safe usage interval does not apply if combined with either of the other two. Yayo is more appropriate for mood emergencies. In absolute emergencies, you can take yayo, flake, and psychite tea simultaneously for a {{+|82}} mood buff.&lt;br /&gt;
&lt;br /&gt;
For the [[Genes#Drugs|Psychite dependency]] gene,{{BiotechIcon}} flake is often superior to the other psychite druggs. As dependency eliminates regular addiction and overdose, the regular safety advantages of yayo/psychite tea are negated. Flake is cheaper than yayo and satisfies the dependency for the same amount of time. Flake costs the same as psychite tea, but flake has a much greater mood increase, and restores more Rest. Yayo may be preferred due to the Moving increase if cost is not an issue.&lt;br /&gt;
&lt;br /&gt;
===Drug comparison table===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! Mood Buff !! Moving !! Pain !! Tiredness !! Concsciousnes !! Sight !! Global working speed &lt;br /&gt;
|-&lt;br /&gt;
| Flake ||   +35   ||   -   ||   x50%   ||   x33%   ||   -   ||   -   ||   -   &lt;br /&gt;
|-&lt;br /&gt;
| Yayo ||   +35   ||   +15%   ||   x50%   ||   x33%   ||   -   ||   -   ||   -   &lt;br /&gt;
|-&lt;br /&gt;
| Psychite tea ||   +12  ||   -   ||   x90%   ||   x80%   ||   -   ||   -   ||   -   &lt;br /&gt;
|-&lt;br /&gt;
| Go-juice ||   +5   ||   +50%   ||   x10%   ||   -   ||   +20%   ||   +35%   ||   -   &lt;br /&gt;
|-&lt;br /&gt;
| Wake-up   ||   -   ||   +10%   ||   -   ||   x80%   ||   +10%   ||   -   ||   +50%   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
On the market, flake is worth 2/3&amp;lt;sup&amp;gt;rds&amp;lt;/sup&amp;gt; the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. Flake gives 33% more silver per leaf for only 7% more work, making it always superior if you are able to use all your psychoid leaves.&lt;br /&gt;
&lt;br /&gt;
If the work required to create drugs is a bottleneck, then flake still remains more efficient when you sell the remaining leaves raw. ​For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could use 560 leaves to craft 140 flake worth {{icon Small|silver||1960}}. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}}, for a total of {{icon Small|silver||2416}}. However, psychoid leaves will eventually rot away without refrigeration, and fewer traders accept raw leaves. Therefore, if long term refrigeration is an issue, then yayo may be necessary.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake, worth over 20,000 silver. &lt;br /&gt;
&lt;br /&gt;
[[Psychite tea]] is economically inferior to both; its primary advantage instead lies in its use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and only the [[Research#Psychoid brewing|Psychoid Brewing]] research however, and thus may be a more accessible in the early game.&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Flake_a.png|Single item&lt;br /&gt;
Flake_b.png|Partial Stack&lt;br /&gt;
Flake_c.png|Full Stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Reduce flake new addiction chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4% &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Flake old.png|Old texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Hard Drug]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yayo&amp;diff=126322</id>
		<title>Yayo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yayo&amp;diff=126322"/>
		<updated>2023-01-19T11:56:27Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Yayo&lt;br /&gt;
| image = Yayo a.png&lt;br /&gt;
| description = A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake.&amp;lt;br&amp;gt;Because of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Hard Drug&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| marketvalue = 21&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| addictiveness = 0.01&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 150&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Psychite refining&lt;br /&gt;
| work to make = 350&lt;br /&gt;
| skill 1 = Intellectual&lt;br /&gt;
| resource 1 = Psychoid leaves&lt;br /&gt;
| resource 1 amount = 8&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Yayo&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Yayo''' is potent [[mood]] enhancing [[hard drugs|hard]] [[Drugs|drug]] that significantly improves the mood of a pawn and provides additional bonuses, at the risk of addiction and overdose. It is also used in the manufacturing of [[go-juice]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Yayo can be synthesized at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each dose requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[raider]]s and [[Trade|purchased]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Yayo is a highly potent mood enhancing drug that has a variety of effects. These can be broken into effects that occur:&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* While having a built-up tolerance to the drug.&lt;br /&gt;
* While addicted to the drug.&lt;br /&gt;
* While withdrawing from the drug.&lt;br /&gt;
&lt;br /&gt;
'''Note that psychite tolerance, addiction and withdrawal are shared by [[psychite tea]], [[flake]] and yayo.'''&lt;br /&gt;
&lt;br /&gt;
=== Upon snorting ===&lt;br /&gt;
A pawn taking yayo will do so right where it stands without looking for a place to sit first. Yayo is taken nasally, taking {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:&lt;br /&gt;
&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* {{+|40%}} [[Rest]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''{{%|{{#vardefineecho:overdoseChance|0.01}}}}'''&amp;lt;/span&amp;gt; Chance for a [[Overdose#Major|major overdose]]&lt;br /&gt;
* {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}}}}}} [[Overdose]] severity (same across all [[hard drugs]])&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Yayo high severity, depending on tolerance ''(see &amp;quot;Yayo high&amp;quot; below)''&lt;br /&gt;
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.04}}}}}} Psychite tolerance severity, divided by body size ''(see &amp;quot;Psychite tolerance&amp;quot; below)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''{{%|{{P|Addictiveness}}}}'''&amp;lt;/span&amp;gt;  Psychite [[addiction]] chance ''(see &amp;quot;Psychite addiction&amp;quot; below)''&lt;br /&gt;
* If the pawn has an addiction already:&lt;br /&gt;
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Psychite need ''(see &amp;quot;Psychite addiction&amp;quot; below)''&lt;br /&gt;
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}}}}}} Addiction progress ''(see &amp;quot;Psychite withdrawal&amp;quot; below)''&lt;br /&gt;
&lt;br /&gt;
=== Yayo high ===&lt;br /&gt;
{{Quote|&amp;quot;Active yayo in the bloodstream. Generates an intense euphoric high.&amp;quot;|High on yayo description}}&lt;br /&gt;
&lt;br /&gt;
Each yayo increases the yayo high severity by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}}}}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|1.5}}}} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24) round 1}}}} and '''{{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} round 1}}|hour}}'''. The maximum severity of a yayo high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{#expr: 1/{{#var:highSeverity}}/0.25 round 1}}&amp;amp;nbsp;yayo. Regardless of the yayo high severity, the effects are always the same. Only their duration changes accordingly:&lt;br /&gt;
&lt;br /&gt;
* {{+|35}} [[Mood]] (''&amp;quot;Feeling pumped! Let's do this!&amp;quot;'')&lt;br /&gt;
* {{+|15%}} [[Moving]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:forestgreen&amp;gt;'''×50%'''&amp;lt;/span&amp;gt; [[Pain]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:forestgreen&amp;gt;'''×33%'''&amp;lt;/span&amp;gt; [[Rest Fall Rate|Rest fall factor]]&lt;br /&gt;
&lt;br /&gt;
=== Psychite tolerance ===&lt;br /&gt;
{{Main|Tolerance}}&lt;br /&gt;
{{Quote|&amp;quot;A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect.&amp;quot;|Tolerance description}}&lt;br /&gt;
&lt;br /&gt;
Each yayo consumed increases the psychite tolerance of the pawn by {{%|{{#var:toleranceSeverityOffset}}}}, divided by the body size of the pawn. Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. A [[Human]] has a body size of {{Q|Human|Body Size}}. Psychite tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.015}}}} per day.&lt;br /&gt;
&lt;br /&gt;
See sections ''&amp;quot;Psychite tea high&amp;quot;'' for how psychite tolerance affects psychite tea high severity.&lt;br /&gt;
&lt;br /&gt;
If the psychite tolerance is above a certain thresholds it imposes a chance over time to gain the following [[ailment]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Chemical damage (severe)'''&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Tolerance above 45%''' imposes a chance proportional to the tolerance held to get [[chemical damage]] (severe). Chemical damage (severe) gained this way will affect only kidneys and only one kidney at a time.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tolerance !! Chemical damage (severe)&amp;lt;br&amp;gt;average interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{GraphChart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB (Days) | x = 50, 50, 100 | y = 250, 180, 135 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 180 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 135 Days&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychite addiction ===&lt;br /&gt;
{{Quote|&amp;quot;A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of psychite from drugs like flake or yayo, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.&amp;quot;|Addiction description}}&lt;br /&gt;
&lt;br /&gt;
Each dose of yayo carries a {{%|{{P|Addictiveness}}}} chance of a psychite addiction regardless of tolerance. There is therefore no safe dose interval.&lt;br /&gt;
&lt;br /&gt;
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.0333}}}} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Consuming yayo during a psychite addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}}}} again ''(see &amp;quot;Upon snorting&amp;quot; above)''.&lt;br /&gt;
&lt;br /&gt;
Developing a psychite addiction has the following one time effect:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''15%'''&amp;lt;/span&amp;gt; [[Chemical damage]] (severe) chance&lt;br /&gt;
&lt;br /&gt;
Developing an addiction also means a pawn has a psychite [[Needs#Drug addictions|need]]. The need for psychite falls by {{%|{{#vardefineecho:needFall|0.5}}}} per day, consuming psychite satisfies the need by {{%|{{#var:needOffset}}}} ''(see &amp;quot;Upon snorting&amp;quot; above)'', meaning the pawn will need to consume yayo at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
=== Psychite withdrawal ===&lt;br /&gt;
{{Quote|&amp;quot;Because of a psychite addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms.&amp;quot;|Need description}}&lt;br /&gt;
As soon as the psychite need reaches 0%, the pawn suffers from the following withdrawal symptoms:&lt;br /&gt;
* {{--|35}} [[Mood]] (''&amp;quot;God I'm tired. Everything's so slow and boring. Especially me.&amp;quot;'')&lt;br /&gt;
* {{--|20%}} [[Consciousness]]&lt;br /&gt;
* {{--|20%}} [[Moving]]&lt;br /&gt;
* {{--|20%}} [[Manipulation]]&lt;br /&gt;
* {{++|30%}} [[Rest Fall Rate|Rest fall factor]] (meaning the pawn needs to sleep about a 30% sooner)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''300%'''&amp;lt;/span&amp;gt; [[Social Fight Chance Factor]] (Note: This factor is not added or multiplied, but set.)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Mental break'''&amp;lt;/span&amp;gt; chances:&lt;br /&gt;
** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|hard drug binge}} during each withdrawal.&lt;br /&gt;
** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|10}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1|psychotic wandering}} during each withdrawal.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Should compare stat buffs as well as mood buffs - any comparison should be duplicated on [[Flake]]}}&lt;br /&gt;
Yayo is one of three drugs that can be produced from psychoid leaves, the others being [[flake]] and [[psychite tea]]. Yayo can also be further refined into [[go-juice]] with the addition of 2 [[neutroamine]]. As a rough guideline, yayo is worse to sell, but better to use, than flake.&lt;br /&gt;
&lt;br /&gt;
=== Drug ===&lt;br /&gt;
As a mood control drug, yayo is generally superior to flake. Yayo is safer: it has a much lower addiction chance (1% vs 5%), a lower major overdose chance (1% vs 1.5%), and each unit of yayo lasts twice as long as flake, meaning there are less chances to become addicted. They both give {{+|35}} mood and x50% pain, but yayo also gives {{+|15%}} [[Moving]]. Flake's only real advantages as a taken drug are 1. the increased chemical Recreation per leaf, and 2. flake's smaller discrete doses. Yayo is worth two flake and each high lasts twice as long, but it has to be taken all at once. You can &amp;quot;split up&amp;quot; flake for 2 seperate mood emergencies.&lt;br /&gt;
&lt;br /&gt;
Psychite tea only gives {{+|12}} mood and {{Good|x80%}} Rest Fall Rate, but is considerably safer than both flake and yayo. '''Adults''' can safely drink tea once every 2 days without getting addicted. This makes tea far more useful for regular use. However, all 3 psychite drugs contribute towards the same tolerance, so tea's safe usage interval does not apply if combined with either of the other two. Yayo is more appropriate for mood emergencies or as an ersatz combat drug if [[go-juice]] isn't available. In absolute emergencies, you can take yayo, flake, and psychite tea simultaneously for a {{+|82}} mood buff.&lt;br /&gt;
&lt;br /&gt;
For the [[Genes#Drugs|Psychite dependency]] gene,{{BiotechIcon}} addiction and major overdoses are non-factors. As psychite tea provides less mood and rest, it is inferior to both flake and yayo. Yayo is more expensive to produce than flake, but satisfies the same dependency for the same time. If cost isn't an issue, then yayo can be helpful for the increase to Moving.&lt;br /&gt;
&lt;br /&gt;
=== Drug comparison table ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! Mood buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed&lt;br /&gt;
|-&lt;br /&gt;
| Yayo ||    +35    ||    +15%    ||    ×50%    ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Flake ||    +35    ||    -    ||    ×50%     ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Go juice ||    +5    ||    +50%    ||    ×10%    ||   -    ||    +20%    ||    +35%    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Wake-up ||    -    ||    +10%    ||    -    ||    ×80%    ||    +10%    ||    -    ||    +50%    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
On the market, yayo is worth 50% more [[silver]] than flake, with a 20% increase in the [[Work To Make]] and a 100% increase in ingredient cost. Flake gives 33% more silver per leaf for only 7% more work.&lt;br /&gt;
&lt;br /&gt;
If the work required to create drugs is a bottleneck, then flake remains more efficient when you sell the remaining leaves raw. ​For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could use 560 leaves to craft 140 flake worth {{icon Small|silver||1960}}. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}}, for a total of {{icon Small|silver||2416}}. However, psychoid leaves will eventually rot away without refrigeration, and fewer traders accept raw leaves. Therefore, if long term refrigeration is an issue, then yayo may be necessary.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. &lt;br /&gt;
&lt;br /&gt;
Note that the third possible product for psychoid leaves, [[psychite tea]], is economically inferior to both yayo and flake.  Its primary advantage instead lies in ease of use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and requires only the [[Research#Psychoid brewing|Psychoid Brewing]] research, and thus may be a more accessible in the early game.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Yayo is slang for Cocaine in Spanish derived from Santiago Luis Polanco Rodriguez, but it's more commonly known from the quote &amp;quot;Chichi, get the Yayo&amp;quot; from Scarface (1983).&amp;lt;sup&amp;gt;[https://en.wikipedia.org/wiki/Scarface_(1983_film)]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Yayo a.png|One yayo&lt;br /&gt;
Yayo b.png|Partial stack&lt;br /&gt;
Yayo c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
[[Category:Drug]] [[Category:Hard Drug]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychite_tea&amp;diff=126321</id>
		<title>Psychite tea</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychite_tea&amp;diff=126321"/>
		<updated>2023-01-19T11:53:59Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Psychite tea&lt;br /&gt;
| image = Tea a.png&lt;br /&gt;
| description = A fragrant tea infused with leaves of the psychoid plant. Drinking it induces a subtle psychite euphoria. This tea is easy to produce at cooking facilities, but can produce psychite addiction if consumed too often.&amp;lt;br&amp;gt;Many tribes use psychoid tea, both as a daily energizer and as part of social and religious rituals.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social drug&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| marketvalue = 10&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.4&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| addictiveness = 0.02&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 210&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Campfire&lt;br /&gt;
| production facility 2 = Fueled stove&lt;br /&gt;
| production facility 3 = Electric stove&lt;br /&gt;
| research = Psychoid brewing&lt;br /&gt;
| skill 1 = cooking&lt;br /&gt;
| skill 1 level = 2&lt;br /&gt;
| work to make = 400&lt;br /&gt;
| resource 1 = Psychoid leaves&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = PsychiteTea&lt;br /&gt;
| drug category = social&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| label = psychite tea&lt;br /&gt;
| rest offset = 0.1&lt;br /&gt;
| min tolerance to addict = 0.1&lt;br /&gt;
| pain factor = 0.9&lt;br /&gt;
| rest fall factor = 0.8&lt;br /&gt;
| mood offset = 12}}&lt;br /&gt;
{{Info|'''Psychite tea''' is a relatively safe [[social drug]] that greatly improves mood, slightly reducing pain and the rate in which pawns get tired, at the risk of addiction. It is relatively very easy to research compared to other drugs, especially for [[Scenario system#New Tribe vs New Arrivals|Tribal]] colonies who suffer a speed penalty while researching more advanced drugs.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Psychite tea can be cooked at a [[{{P|Production Facility 1}}]], [[{{P|Production Facility 2}}]], or [[{{P|Production Facility 3}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each dose requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. Its [[Drug Cooking Speed|cooking speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill.&lt;br /&gt;
&lt;br /&gt;
It can also be purchased from [[Trade#By_inventory|Tribal traders]], especially [[Trade#Shaman_merchant|Shaman Merchants]] who commonly stock it, as well as [[Tribal]] [[faction base]]s. Tribal [[visitor]]s and [[raider]]s will also occasionally carry them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psychite tea is a moderately potent social drug that has a variety of effects. These can be broken into effects that occur:&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* While having a built-up tolerance to the drug.&lt;br /&gt;
* While addicted to the drug.&lt;br /&gt;
* While withdrawing from the drug.&lt;br /&gt;
&lt;br /&gt;
'''Note that psychite tolerance, addiction and withdrawal are shared by psychite tea, [[flake]] and [[yayo]].'''&lt;br /&gt;
&lt;br /&gt;
=== Upon drinking ===&lt;br /&gt;
A pawn taking psychite tea will do so right where it stands without looking for a place to sit first. Psychite tea is taken by drinking, taking {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:&lt;br /&gt;
&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* {{+|10%}} [[Rest]]&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Psychite tea high severity, depending on tolerance ''(see &amp;quot;Psychite tea high&amp;quot; below)''&lt;br /&gt;
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.03}}}}}} Psychite tolerance severity, divided by body size ''(see &amp;quot;Psychite tolerance&amp;quot; below)''&lt;br /&gt;
* If the pawn has a {{%|{{#vardefineecho:minToleranceToAddict|0.1}}}} Psychite tolerance already:&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''{{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }} to {{%|{{P|Addictiveness}} * 15}}'''&amp;lt;/span&amp;gt; Psychite [[addiction]] chance ''(see &amp;quot;Psychite addiction&amp;quot; below)''&lt;br /&gt;
* If the pawn has a psychite addiction already:&lt;br /&gt;
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Psychite need ''(see &amp;quot;Psychite addiction&amp;quot; below)''&lt;br /&gt;
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.15}}}}}} Psychite addiction progress ''(see &amp;quot;Psychite addiction&amp;quot; below)''&lt;br /&gt;
&lt;br /&gt;
=== Psychite tea high ===&lt;br /&gt;
{{Quote|&amp;quot;Active psychite tea in the bloodstream. Generates a mild euphoric effect.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
Each psychite tea increases the psychite tea high severity by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}}}}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|3}}}} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24) round 1}}}} and  '''{{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} round 1}}|hour}}'''. The maximum severity of a psychite tea high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{Plural|1/{{#var:highSeverity}}/0.25 round 1|psychite tea}}. Regardless of the psychite tea high severity, the effects are always the same. Only their duration changes accordingly:&lt;br /&gt;
* {{+|12}} [[Mood]] (''&amp;quot;Drinking that tea made me feel great. I love having this energy!&amp;quot;'')&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:forestgreen&amp;gt;'''×90%'''&amp;lt;/span&amp;gt; [[Pain]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:forestgreen&amp;gt;'''×80%'''&amp;lt;/span&amp;gt; [[Rest fall factor]]&lt;br /&gt;
&lt;br /&gt;
=== Psychite tolerance ===&lt;br /&gt;
{{Main|Tolerance}}&lt;br /&gt;
{{Quote|&amp;quot;A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect.&amp;quot;|Tolerance description}}&lt;br /&gt;
&lt;br /&gt;
Each psychite tea consumed increases the psychite tolerance of the pawn by {{%|{{#var:toleranceSeverityOffset}}}}, divided by the body size of the pawn. Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. A [[Human]] has a body size of {{Q|Human|Body Size}}. Psychite tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.015}}}} per day.&lt;br /&gt;
&lt;br /&gt;
See sections ''&amp;quot;Psychite tea high&amp;quot;'' and ''&amp;quot;Psychite addiction&amp;quot;'' for how psychite tolerance affects psychite tea high severity and psychite addiction chance respectively.&lt;br /&gt;
&lt;br /&gt;
If the psychite tolerance is above a certain thresholds it imposes a chance over time to gain the following [[ailment]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Chemical damage (severe)'''&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Tolerance above 45%''' imposes a chance proportional to the tolerance held to get [[chemical damage]] (severe). Chemical damage (severe) gained this way will affect only kidneys and only one kidney at a time.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tolerance !! Chemical damage (severe)&amp;lt;br&amp;gt;average interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{GraphChart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB (Days) | x = 50, 50, 100 | y = 250, 180, 135 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 180 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 135 Days&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychite addiction ===&lt;br /&gt;
{{Quote|&amp;quot;A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of psychite from drugs like flake or yayo, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.&amp;quot;|Addiction description}}&lt;br /&gt;
Once a pawn has a psychite tolerance of {{%|{{#var:minToleranceToAddict}} }} or above, each dose carries a chance of psychite addiction that scales with tolerance. Due to the minimum tolerance to addict, psychite tea can be safely consumed once every {{Plural|{{#var:toleranceSeverityOffset}}/{{#var:toleranceSeverityPerDay}} round 1|day}} without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated before starting the schedule.&lt;br /&gt;
&lt;br /&gt;
The chance of addiction is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tolerance !! Addiction chance !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 0% || 0%&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{GraphChart&lt;br /&gt;
  | width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = Addiction Chance (%)&lt;br /&gt;
  | x = 0, {{#expr:{{#var:minToleranceToAddict}}*100}}, {{#expr:{{#var:minToleranceToAddict}}*100}}, 50, 80, 100&lt;br /&gt;
  | y = 0, 0, {{#expr:{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) * 100}}, {{#expr:{{P|Addictiveness}} * 5 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| {{%|{{#var:minToleranceToAddict}}}} || {{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || {{%|{{P|Addictiveness}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| 80% || {{%|{{P|Addictiveness}} * 15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.0333}}}} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Consuming psychite tea during a psychite addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}}}} again ''(see &amp;quot;Upon drinking&amp;quot; above)''.&lt;br /&gt;
&lt;br /&gt;
Developing a psychite addiction has the following one time effect:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''15%'''&amp;lt;/span&amp;gt; [[Chemical damage]] (severe) chance&lt;br /&gt;
&lt;br /&gt;
Developing an addiction also means a pawn has a psychite [[Needs#Drug addictions|need]]. The need for psychite falls by {{%|{{#vardefineecho:needFall|0.5}}}} per day, consuming psychite satisfies the need by {{%|{{#var:needOffset}}}} ''(see &amp;quot;Upon drinking&amp;quot; above)'', meaning the pawn will need to consume psychite tea at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
=== Psychite withdrawal ===&lt;br /&gt;
{{Quote|&amp;quot;Because of a psychite addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms.&amp;quot;|Need description}}&lt;br /&gt;
As soon as the psychite need reaches 0%, the pawn suffers from the following withdrawal symptoms:&lt;br /&gt;
* {{--|35}} [[Mood]] (''&amp;quot;God I'm tired. Everything's so slow and boring. Especially me.&amp;quot;'')&lt;br /&gt;
* {{--|20%}} [[Consciousness]]&lt;br /&gt;
* {{--|20%}} [[Moving]]&lt;br /&gt;
* {{--|20%}} [[Manipulation]]&lt;br /&gt;
* {{++|30%}} [[Rest Fall Rate|Rest fall factor]] (meaning the pawn needs to sleep about a 30% sooner)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''300%'''&amp;lt;/span&amp;gt; [[Social Fight Chance Factor]] (Note: This factor is not added or multiplied, but set.)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Mental break'''&amp;lt;/span&amp;gt; chances:&lt;br /&gt;
** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|hard drug binge}} during each withdrawal.&lt;br /&gt;
** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|10}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1|psychotic wandering}} during each withdrawal.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Psychite tea is much less [[Drugs#Addiction and Tolerance|addictive]] than flake or yayo. Adult colonists, 18 or older, can drink it every 2 days without becoming addicted. Tea provides a greater mood buff than [[ambrosia]] or a single [[beer]], while decreasing the need for rest, thus increasing a colonist's work time. Psychite tea can be consumed on a consistent schedule to increase productivity, or saved for combat situations where you ''need'' pawns to stay happy.&lt;br /&gt;
&lt;br /&gt;
The main risk of psychite tea is addiction from unintended use, whenever from a [[Mental break#Social drug binge|drug binge]] or from a pawn with [[chemical interest]]. Psychite withdrawal is harsher than [[smokeleaf]], much harsher than ambrosia, and it is noticably harder to get addicted to beer. If these factors can be handled, then using psychite tea is a net positive for the colony. Of these, drug binges can be avoided by keeping [[mood]] up. Pawns with chemical interest will respect [[allowed area]]s, so restrict them from areas that create or store drugs.&lt;br /&gt;
&lt;br /&gt;
===Work analysis===&lt;br /&gt;
Psychite tea provides {{Good|x80%}} to Rest Fall Rate for 6 hours, or {{+|25%}} time per Rest%. The Rest [[need]] falls by ~3.96% per hour when not already tired. This equates to +{{#expr:95*6/24*0.25 round 2}}% Rest need over 6 hours, in addition to the instant +10% Rest from ingesting the drug. This results in a net boost of {{+|{{#expr:10 + 95*6/24*0.25 round 2}}%}} Rest, or {{#expr:(10+95*6/24*0.25)/95*24 round 2}} hours of effective awake time.&lt;br /&gt;
&lt;br /&gt;
Actual time ''saved'' will almost always be lower in a 24 hour schedule, as sleeping increases Rest faster than it falls. On a normal quality [[bed]], a dose of tea equates to 0.95 hours of sleep, or {{ticks|0.95*2500 round 2}}. With healthy pawns at the lowest possible skill, it takes {{#expr:370/.77 round 1}} [[tick]]s to sow a psychoid plant, {{#expr:400/.52 round 1}} ticks to cook the tea, and 210 ticks to drink it, for a total of {{#expr:370/.77 + 400/.52 + 200 round 1}} ticks per dose. Note that this is before travel time.&lt;br /&gt;
&lt;br /&gt;
Time savings decrease as [[Rest Rate Multiplier]] increases, such as with better beds or the [[quick sleeper]] trait. However, psychite tea also increases the Recreation meter, which saves time recreating. Plus, high skill colonists create tea a lot faster. Short of a [[circadian half-cycler]]{{RoyaltyIcon}} or the [[genes#sleep|Never sleep gene]]{{BiotechIcon}}, creating psychite tea with perfect travel time is always a plus on work.&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
[[Flake]] costs the same amount of psychoid leaves, takes less work, and is worth {{icon small|silver||4}} silver more per unit. Therefore, psychite tea is a completely inferior option to both flake and [[yayo]] once [[Research#Psychite refining|Psychite refining]] has been researched.&lt;br /&gt;
&lt;br /&gt;
[[Smokeleaf joint]]s are a usually better option. [[Smokeleaf plant]]s grow faster than psychoid, and give {{+|{{#expr:(100 * 9/8)-100 round 1}}%}} more drugs per plant and planter work. Smokeleaf joints take {{Bad|{{#expr:(450-400)/4}}%}} longer to create in a [[drug lab]] than psychite in a [[electric stove]], but give {{+|{{#expr:(100*11/10)-100}}%}} more silver per unit. Note that both [[crafting spot]]s and [[campfire]]s double the work for their respective drug, while [[fueled stove]]s require constant wood. Therefore, smokeleaf is the superior cash crop if you have a [[drug lab]], or if you don't have either stove.  &lt;br /&gt;
&lt;br /&gt;
Regardless, psychoid may be grown in a colony for drinking - any excess tea can be sold for good money.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tea a.png|One tea&lt;br /&gt;
Tea b.png|Partial stack&lt;br /&gt;
Tea c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 18 - Added as '''Psychoid pekoe'''.&lt;br /&gt;
* Beta 19 - Renamed from '''Psychoid pekoe''' to '''Psychite tea'''. No longer made at a [[crafting spot]].&lt;br /&gt;
* Beta 19/1.0 -  tolerance gain 0.02 -&amp;gt; 0.03, market value 14 -&amp;gt; 10, restFallFactor 0.9 -&amp;gt; 0.8&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Social Drug]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bedroll&amp;diff=125806</id>
		<title>Bedroll</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bedroll&amp;diff=125806"/>
		<updated>2023-01-14T15:09:36Z</updated>

		<summary type="html">&lt;p&gt;Crow: Using bedrolls to increase room impressiveness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Double bedroll}}{{infobox main|furniture|&lt;br /&gt;
|name = Bedroll&lt;br /&gt;
|image = Bedroll.png|Bedroll&lt;br /&gt;
|description = A simple bed that lays on the floor, usually made of cloth or leather, often lined with fur. It is lightweight and can be rolled up for easy transport, but it is not quite as comfortable as a typical bed. Caravans can use bedrolls while traveling for better sleep.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
|placeable = true&lt;br /&gt;
|blockswind = false&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|passability = standable&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|mass base = 2.5&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 75&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|rest effectiveness = 0.95&lt;br /&gt;
|immunity gain speed factor = 1.05&lt;br /&gt;
|surgery success chance factor = 1&lt;br /&gt;
|comfort = 0.68&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|facility = dresser, end table, sleep accelerator&lt;br /&gt;
|work to make = 600&lt;br /&gt;
|stuff tags = Fabric, Leathery&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 40&lt;br /&gt;
}}&lt;br /&gt;
{{#set:&lt;br /&gt;
 facility = dresser&lt;br /&gt;
|facility = end table&lt;br /&gt;
|facility = Sleep accelerator&lt;br /&gt;
}}&lt;br /&gt;
{{info|The '''bedroll''' is a [[furniture]] item which pawns can sleep in. Bedrolls are portable and can be used by pawns in [[caravan]]s. Bedrolls provide better [[comfort]] and [[Rest Effectiveness|rest effectiveness]] than a [[sleeping spot]], but are inferior to [[bed]]s of the same quality. For recovery from [[injury]] and [[Surgery Success Chance Factor]], bedrolls are equivalent to beds of the same quality.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Bedrolls can be constructed with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bedrolls function similar to bed in most respects. However, unlike other beds, bedrolls can be carried and used in [[caravan]]s. When resting, caravan members will automatically use bedrolls in caravan inventory, improving their comfort regeneration, rest efficiency, and healing rates. [[Quality]] affects these as normal, even when on caravan. Note however that even if pawns fill their rest bar before dawn, the caravan will not be able to move until first light.&lt;br /&gt;
&lt;br /&gt;
To add bedrolls to a caravan, they cannot be &amp;quot;installed&amp;quot;, which is their default upon creation.  You must select a bedroll and choose the Uninstall option available for all types of [[Furniture]].  It will go into regular [[Stockpile zone|storage]] and be available in the config tab when you are forming the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
[[Rest Effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep. Rest effectiveness under 100% increases rest time needed.&lt;br /&gt;
&lt;br /&gt;
Rest effectiveness for bedrolls varies by [[quality]].&lt;br /&gt;
{{Rest Effectiveness Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sleeping in a bed with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
An adjacent [[end table]] and a nearby [[dresser]] will each increase the base comfort by a further +0.05. This increase is applied before the quality multiplier.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Surgery Success Chance Factor ===&lt;br /&gt;
The [[Surgery Success Chance Factor]] is exactly what it sounds like: a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type with most beds and bedrolls having a base value of 100%, the [[sleeping spot]] a lower value of 70%, and the [[hospital bed]] a higher value of 110%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesurgerychancefactor| 100 }}&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
!Surgery Success Chance Factor&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.90 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.95 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.05 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.10 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.15 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.30 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Bedrolls are worse than [[bed]]s of the same [[quality]] for rest and comfort, and better than [[sleeping spot]]s. They are slightly better than beds made of [[stone]], as well as beds 1 quality level lower. At the start of the game, [[textile]]s are usually harder to obtain than [[wood]]; most [[biome]]s have plentiful amounts of wood available. Therefore, regular [[bed]]s should be created when at all possible. &lt;br /&gt;
&lt;br /&gt;
[[New Tribe]]s need [[Research#Complex furniture|Complex Furniture]] researched before creating proper beds, so will have to rely on bedrolls to increase comfort and avoid the {{--|4}} ''Slept on the ground'' [[mood]]let. Complex Furniture should be one of the first projects to research, though possibly before Stonecutting or Complex Clothing, depending on situation and textile availability.&lt;br /&gt;
&lt;br /&gt;
Bedrolls (and [[double bedroll]]s) retain a niche as the only beds that are usable inside a [[caravan]]. Pawns will sleep on bedrolls on the world map, which prevents the aformentioned slept on the ground debuff when traveling.&lt;br /&gt;
&lt;br /&gt;
Another niche is optimising mood bonuses from small bedrooms. Unlike [[bed]]s, bedrolls have ''standable'' [[Property:Passability|passability]], which means they do not reduce room's [[Rooms#Space|space stat]]. As for small rooms space has by far biggest impact on [[Rooms#Impressiveness|impressiveness]], player is given option to sacrifice some [[Rest_Effectiveness|rest effectiveness]] and [[comfort]] in favour of higher mood bonus and/or smaller bedroom size. Note, that a room with bedroll and [[end table]] will still have better space, than a room with just a [[bed]] and with comfort being effectively capped at 1, &amp;quot;only&amp;quot; rest effectiveness is sacrificed at masterwork quality. A room with bedroll and [[dresser]], will have the same space as room with regular bed, which should defy the purpose for most scenarios.   &lt;br /&gt;
&lt;br /&gt;
As for materials, the choice only affects hit points, flammability and value, so any expendable [[textile]] should be used.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
Prior to version 1.0 they had no quality, a rest effectiveness of 0.93 and a comfort of 0.6&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Bed]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=125711</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=125711"/>
		<updated>2023-01-13T21:21:44Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Page Under Construction||help=0}}&lt;br /&gt;
There are lots of ways of &amp;quot;'''making money'''&amp;quot; in RimWorld. Depending on a colony's location, progress, and inhabitants, certain means of production will be more viable than others. Some can give profit in the long-term, but require more set-up or work. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer. This guide will give an overview of the different options.&lt;br /&gt;
&lt;br /&gt;
In no particular order:&lt;br /&gt;
*[[Crop]]s, including [[cloth]] &amp;amp; [[drug]] production&lt;br /&gt;
*[[Animal]]s, including [[textile]] crafting&lt;br /&gt;
*Construction, art and crafting.&lt;br /&gt;
*[[Prisoner]]s, and their [[human resources]]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
===Note on trading===&lt;br /&gt;
There is no &amp;quot;buy low, sell high&amp;quot; in RimWorld. In general, trader prices do not vary, At most, any [[faction base]] offers a +2% [[Trade Price Improvement]], resulting in both lower buying prices, and higher selling prices. But certain traders will only accept certain types of items. While a faction base will buy almost everything in their tech level, a combat supplier may not be interested in your [[human leather]].&lt;br /&gt;
&lt;br /&gt;
There is another factor discouraging buy, then sell. There is a default 0.6x price multiplier for selling, and a seperate 1.4x price multiplier for buying anything. The [[AI Storytellers#Trade price disadvantage|Trade price disadvantage]] storyteller difficulty setting will make things even worse. Your trading disadvantage can be reduced by increasing Social skill (and other means of raising [[Trade Price Improvement|TPI]]).&lt;br /&gt;
&lt;br /&gt;
'''All values in this guide assume Strive to Survive [[difficulty]], and use [[Market Value]] instead of &amp;quot;actual&amp;quot; value.''' Difficulty impacts yields of most items, as well as the trade price disadvantage. And, if you have 0 Social skill, expect things to become 233% more expensive in Strive to Survive, or 350% more expensive in Losing is Fun.&lt;br /&gt;
&lt;br /&gt;
==Food Crops==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Total Work&amp;lt;br&amp;gt;(per plant){{ref label|Sow|1}}&lt;br /&gt;
! Raw material&amp;lt;br&amp;gt;(per plant){{ref label|GrowYield|2}}&lt;br /&gt;
! Market Value&amp;lt;br&amp;gt;(per plant)&lt;br /&gt;
! Market Value&amp;lt;br&amp;gt;(per hour work)&lt;br /&gt;
! Real days&amp;lt;br&amp;gt;to grow{{ref label|Fert|3}}&lt;br /&gt;
! Profit/day&amp;lt;br&amp;gt;plant growth&lt;br /&gt;
|-&lt;br /&gt;
| [[Corn plant]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|corn}} 22&lt;br /&gt;
| {{icon small|silver}} 24.2&lt;br /&gt;
| {{icon small|silver}} 163.5&lt;br /&gt;
| 20.86 days&lt;br /&gt;
| {{icon small|silver}} 1.16&lt;br /&gt;
|-&lt;br /&gt;
| [[Haygrass]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|hay}} 18&lt;br /&gt;
| {{icon small|silver}} 10.8&lt;br /&gt;
| {{icon small|silver}} 73.0&lt;br /&gt;
| 12.92 days&lt;br /&gt;
| {{icon small|silver}} 0.83&lt;br /&gt;
|-&lt;br /&gt;
| [[Rice plant]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|rice}} 6&lt;br /&gt;
| {{icon small|silver}} 6.6&lt;br /&gt;
| {{icon small|silver}} 44.6&lt;br /&gt;
| 5.54 days&lt;br /&gt;
| {{icon small|silver}} 1.19&lt;br /&gt;
|-&lt;br /&gt;
| [[Potato plant]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|potatoes}} 11&lt;br /&gt;
| {{icon small|silver}} 12.1&lt;br /&gt;
| {{icon small|silver}} 81.77&lt;br /&gt;
| 10.71 days&lt;br /&gt;
| {{icon small|silver}} 1.12&lt;br /&gt;
|-&lt;br /&gt;
| [[Nutrifungus]]{{IdeologyIcon}}&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|raw fungus}} 11&lt;br /&gt;
| {{icon small|silver}} 12.1&lt;br /&gt;
| {{icon small|silver}} 81.77&lt;br /&gt;
| 11.07 days&lt;br /&gt;
| {{icon small|silver}} 1.09&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Sow|1}} Time it takes to sow and then harvest. Directly reduced by [[Plant Work Speed]]. Does not account for travel/hauling time.&lt;br /&gt;
:{{note label|GrowYield|2}} Assuming 100% [[AI Storytellers#Harvest yield|harvest yield]] (difficulty stat) and 100% [[Plant Harvest Yield]] (pawn stat, impacted by Plants skill).&lt;br /&gt;
:{{note label|Fert|3}} Time to grow, taking into account day/night cycles, but not sub-optimal [[light]] level. Assuming 100% soil fertility. Rice and Corn are equally affected by soil, but corn cannot be grown in [[hydroponics]]. Nutrifungus, then potatoes, are affected the least by both poor and good soil.&lt;br /&gt;
----&lt;br /&gt;
[[Corn plant|Corn]] is the best crop for both human food/work and cash/work. It is actually more profitable per unit work than any crop in the game, including every drug. However, it cannot be processed any further, meaning it is reliant entirely on the grow cycle. Per unit, it is less valuable than any drug, meaning more time is spent hauling. You'll might have to carry all that corn - only bulk goods traders and faction bases will buy it. And, in practice, the slow growing cycle can be a large issue. Corn is more dfficult to grow in bomes with a winter. It is vulnerable to destruction, whenever by [[fire]] and [[blight]].&lt;br /&gt;
&lt;br /&gt;
[[Haygrass]] gives more nutrition/day than corn, but cannot be eaten by humans unless produced into [[kibble]], which gives a {{--|12}} moodlet. It is also less efficient for work. [[Rice plant|Rice]] is good as a ''stable'' source of food, but is not efficient at all in terms of product / work. Rice, potatoes, and corn all have roughly the same nutrition per day, just that rice is the most stable, and corn saves the most work.&lt;br /&gt;
&lt;br /&gt;
Make sure not to sell food that you need to eat. When cooked into [[simple meal]]s or regular [[fine meal]]s, each colonist will eat an effective 20 raw food per day. For reference, a field of ~25 tiles of rice, or 20 tiles of rich soil rice, is enough to ''practically'' sustain a single colonist in a year-round growing biome indefintely. Then you can grow and sell endless fields of corn, without starving.&lt;br /&gt;
&lt;br /&gt;
===Product===&lt;br /&gt;
Raw food can be turned directly into sellable [[packaged survival meal]]s, [[pemmican]], and [[chemfuel]]. However, both packaged meals and pemmican require a source of [[meat]], meaning they will not be covered in the table below. Both haygrass and corn can be used to feed [[animal]]s, but most animals can graze in the summer (or all year, if the biome supports it).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Product&lt;br /&gt;
! Total Work&lt;br /&gt;
! Cost&lt;br /&gt;
! Market Value&lt;br /&gt;
! Added Value @ Corn&amp;lt;br&amp;gt;(per hr work)&lt;br /&gt;
! Added Value @ Human&amp;lt;br&amp;gt;meat (per hr work)&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]]&lt;br /&gt;
| 2500 ticks (no skill)&lt;br /&gt;
| 3.5 nutrition (70 [[raw food]])&lt;br /&gt;
| {{icon small|silver}} 80.5&lt;br /&gt;
| &amp;lt; {{icon small|silver}} 0.01&lt;br /&gt;
| {{icon small|silver}} 24.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
Corn-turned chemfuel in a [[biofuel refinery]] is barely profitable when compared to selling raw corn. You can use less desirable food, like [[human meat]] and [[insect meat]], though it is still less profitable than growing rice. Haygrass cannot be used in the refinery unless first turned into [[kibble]]. &lt;br /&gt;
&lt;br /&gt;
Chemfuel has its advantages: it is lighter and never rots.&lt;br /&gt;
&lt;br /&gt;
==Cash crops==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Planter Work&amp;lt;br&amp;gt;(per plant){{ref label|SowB|1}}&lt;br /&gt;
! Raw material&amp;lt;br&amp;gt;(per plant){{ref label|GrowYieldB|2}}&lt;br /&gt;
! Market Value&amp;lt;br&amp;gt;(per plant)&lt;br /&gt;
! Market Value&amp;lt;br&amp;gt;(per hr work)&lt;br /&gt;
! Real days&amp;lt;br&amp;gt;to grow{{ref label|FertB|3}}&lt;br /&gt;
! Profit/day&amp;lt;br&amp;gt;plant growth&lt;br /&gt;
|-&lt;br /&gt;
| [[Cotton plant]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|cloth}} 10&lt;br /&gt;
| {{icon small|silver}} 15&lt;br /&gt;
| {{icon small|silver}} 101.35&lt;br /&gt;
| 14.77 days&lt;br /&gt;
| {{icon small|silver}} 1.02&lt;br /&gt;
|-&lt;br /&gt;
| [[Devilstrand mushroom|Devilstrand]]&lt;br /&gt;
| 600 ticks (Plants)&lt;br /&gt;
| {{icon small|devilstrand}} 6&lt;br /&gt;
| {{icon small|silver}} 33&lt;br /&gt;
| {{icon small|silver}} 137.5&lt;br /&gt;
| 41.54 days&lt;br /&gt;
| {{icon small|silver}} 0.794&lt;br /&gt;
|-&lt;br /&gt;
| [[Healroot]]&lt;br /&gt;
| 1200 ticks (Plants)&lt;br /&gt;
| {{icon small|herbal medicine}} 1&lt;br /&gt;
| {{icon small|silver}} 10&lt;br /&gt;
| {{icon small|silver}} 20.83&lt;br /&gt;
| 12.92 days&lt;br /&gt;
| {{icon small|silver}} 0.773&lt;br /&gt;
|-&lt;br /&gt;
| [[Hops]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|hops}} 8&lt;br /&gt;
| {{icon small|silver}} 10.4&lt;br /&gt;
| {{icon small|silver}} 70.27&lt;br /&gt;
| 9.23 days&lt;br /&gt;
| {{icon small|silver}} 1.127&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf plant]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|smokeleaf leaves}} 9&lt;br /&gt;
| {{icon small|silver}} 14.4&lt;br /&gt;
| {{icon small|silver}} 97.3&lt;br /&gt;
| 12.92 days&lt;br /&gt;
| {{icon small|silver}} 1.115&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychoid plant]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|psychoid leaves}} 8&lt;br /&gt;
| {{icon small|silver}} 15.2&lt;br /&gt;
| {{icon small|silver}} 102.7&lt;br /&gt;
| 16.62 days&lt;br /&gt;
| {{icon small|silver}} 0.914&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia bush]]{{ref label|Ambrosia|4}}&lt;br /&gt;
| 200 ticks (Plants)&lt;br /&gt;
| {{icon small|ambrosia}} 4&lt;br /&gt;
| {{icon small|silver}} 60&lt;br /&gt;
| {{icon small|silver}} (750)&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|SowB|1}} Time it takes to sow and then harvest. Directly reduced by [[Plant Work Speed]]. Does not account for travel/hauling time.&lt;br /&gt;
:{{note label|GrowYieldB|2}} Assuming 100% [[AI Storytellers#Harvest yield|harvest yield]] (difficulty stat) and 100% [[Plant Harvest Yield]] (pawn stat, impacted by Plants skill).&lt;br /&gt;
:{{note label|FertB|3}} Time to grow, taking into account day/night cycles, but not sub-optimal [[light]] level. Assuming 100% soil fertility. Psychoid has the least Fert. sensitivity, and hops are less than the other plants.&lt;br /&gt;
:{{note label|Ambrosia|4}} Ambrosia bushes cannot be planted, only appearing from the [[Event#Ambrosia sprout|event]]. You cannot control where the ambrosia sprouts, meaning that travel time is highly variable. Note that these bushes can be harvested multiple times.&lt;br /&gt;
----&lt;br /&gt;
Psychoid and cloth are the clear winners when selling raw. Psychoid has lowered fertillity sensitivity, so it is weaker per day in [[hydroponics]].&lt;br /&gt;
&lt;br /&gt;
Devilstrand gives more $/work, but it grows nearly twice as slow as corn. As corn gives even more $/work, it is the superior option. Ambrosia blows all plants out of the water ''and'' requires no process work afterwards, but is limited to the event.&lt;br /&gt;
&lt;br /&gt;
Cloth and devilstrand can be used as [[textile]]s for both Crafting and Construction items. The rest of the plants are drugs, and can be processed with either Cooking ''or'' Intellectual.&lt;br /&gt;
&lt;br /&gt;
==Drug Production==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Synthesis Work&amp;lt;br&amp;gt;(per plant)&lt;br /&gt;
! Material&amp;lt;br&amp;gt;(per plant)&lt;br /&gt;
! Market Value&amp;lt;br&amp;gt;(per plant)&lt;br /&gt;
! Market Value&amp;lt;br&amp;gt;(per hr work total){{ref label|Total|1}}&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|&lt;br /&gt;
! Added Value&amp;lt;br&amp;gt;(per plant)&lt;br /&gt;
! Added Value&amp;lt;br&amp;gt;(per hr work)&lt;br /&gt;
! Profit/day&amp;lt;br&amp;gt;plant growth&lt;br /&gt;
|-&lt;br /&gt;
|[[Beer]]&lt;br /&gt;
| 320 ticks (Cook){{ref label|Beer|2}}&lt;br /&gt;
| {{icon small|beer}} 1.6&lt;br /&gt;
| {{icon small|silver}} 19.2&lt;br /&gt;
| {{icon small|silver}} 69.56&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 8.8&lt;br /&gt;
| {{icon small|silver}} 68.75&lt;br /&gt;
| {{icon small|silver}} 2.086{{ref label|Ferm|3}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Smokeleaf joint]]&lt;br /&gt;
| 1012.5 ticks (Cook)&lt;br /&gt;
| {{icon small|smokeleaf joint}} 2.25&lt;br /&gt;
| {{icon small|silver}} 24.75&lt;br /&gt;
| {{icon small|silver}} 46.22&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 10.35&lt;br /&gt;
| {{icon small|silver}} 25.56&lt;br /&gt;
| {{icon small|silver}} 1.916&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychite tea]]&lt;br /&gt;
| 800 ticks (Cook)&lt;br /&gt;
| {{icon small|psychite tea}} 2&lt;br /&gt;
| {{icon small|silver}} 20&lt;br /&gt;
| {{icon small|silver}} 42.73&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 2.4&lt;br /&gt;
| {{icon small|silver}} 7.5&lt;br /&gt;
| {{icon small|silver}} 1.316&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]]&lt;br /&gt;
| 500 ticks (Intel.)&lt;br /&gt;
| {{icon small|flake}} 2&lt;br /&gt;
| {{icon small|silver}} 28&lt;br /&gt;
| {{icon small|silver}} 80.46&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 12.8&lt;br /&gt;
| {{icon small|silver}} 64&lt;br /&gt;
| {{icon small|silver}} 1.842&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]&lt;br /&gt;
| 350 ticks (Intel.)&lt;br /&gt;
| {{icon small|yayo}} 1&lt;br /&gt;
| {{icon small|silver}} 21&lt;br /&gt;
| {{icon small|silver}} 72.92&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 5.8&lt;br /&gt;
| {{icon small|silver}} 41.43&lt;br /&gt;
| {{icon small|silver}} 1.381&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Total|1}} Combined work from both planting and synthesis. Controlled by [[Plant Work Speed]] and either [[Drug Cooking Speed]] (Cook) or [[Drug Synthesis Speed]] (Intel.).&lt;br /&gt;
:{{note label|Beer|2}} For beer, [[hops]] need to be converted into [[wort]], then put into a [[fermenting barrel]] to make beer. This extra hauling work is not accounted for.&lt;br /&gt;
:{{note label|Ferm|3}} Beer takes 6 days to ferment from wort in a fermenting barrel. Fermentation can be done concurrently with plant work, so this is ignored.&lt;br /&gt;
----&lt;br /&gt;
*'''Why Drugs?'''&lt;br /&gt;
Despite having a lower value/work ratio than raw plants, drugs have several major advantages.&lt;br /&gt;
&lt;br /&gt;
All calculations assume that a drug is constantly being planted, harvested, and synthesized by 1 pawn, before travel time. These tables are comparing 1000 leaves-turned-flake to selling 2315 raw leaves, not 1000 to 1000 leaves. In other words, drug synthesis allows you to ''get more value from the same growing space''. &lt;br /&gt;
&lt;br /&gt;
Creating drugs allows 2 pawns, perhaps with different skills and passions, to &amp;quot;work&amp;quot; at the same sized field at the same time. Certain [[biome]]s may be limited in grow space. Other biomes can let you grow in the summer, and synthesize in the winter. Even in a tropical rainforest: If a pawn is not constantly harvesting and resowing every day until the psychoid is done, you have time to synthesize. With Plants 8 and an 8 hour work day, this would be 897 tiles. Fields this large can be difficult to protect from [[fire]], [[raider]]s, and [[blight]] - not even considering walk distance. And this shouldn't need to be said, but if you have a pawn that's bad at plants but great at intellectual, then they are better off creating drugs. &lt;br /&gt;
&lt;br /&gt;
The other advantage is with logistics. More traders accept drugs than raw plants. Drugs are much lighter than their raw materials, meaning [[caravan]]s and [[transport pod]]s can carry much more at a time. In addition, plant matter will rot when unrefrigerated; drugs don't.&lt;br /&gt;
&lt;br /&gt;
*'''Drug Comparison'''&lt;br /&gt;
Flake is the absolute winner for almost every relevant stat, considering beer's fermentation time. Yayo takes less work per leaf, but selling flake + excess leaves is more valuable than selling yayo. However: if work time is not an issue, but [[hydroponics]] space is, then smokeleaf is the superior choice. If [[Research#Psychite refining|Psychite Refining]] has not been researched, then Beer (requires [[Research#Beer brewing|Beer Brewing]]) and smokeleaf (requires [[Research#Drug production|Drug Production]] to not be half speed) have their merits. &lt;br /&gt;
&lt;br /&gt;
Psychite tea is clearly the worst available drug for selling. However, colonies may produce it to drink, decreasing the [[Rest]] each colonist needs. As calculated in psychite tea's [[Psychite_tea#Work_analysis|analysis section]], it is virtually always positive in terms of work gained : work required ratio. Extra psychite tea can be sold to traders for a decent profit.&lt;br /&gt;
&lt;br /&gt;
===Neutroamine drugs===&lt;br /&gt;
Some drugs require [[neutroamine]], which can only be reliably obtained via trade. This is subject to the various [[Trade Price Improvement]]s, but under the default difficulty settings at 0% TPI, you buy at a x1.4 markup and sell at a x0.6 loss. Neutroamine is a finite resource at any one point in time, so you are often better off using it for the actual drugs&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Synthesis Work&amp;lt;br&amp;gt;&lt;br /&gt;
! Cost ({{icon small|silver}} @ 0% TPI){{ref label|Neutro|1}}&lt;br /&gt;
! Market Value&lt;br /&gt;
! Profit @ 0% TPI&amp;lt;br&amp;gt;(per drug)&lt;br /&gt;
! Profit @ 0% TPI&amp;lt;br&amp;gt;(per hr work)&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|&lt;br /&gt;
! Profit @ 30% TPI&amp;lt;br&amp;gt;(per drug){{ref label|TPI|2}}&lt;br /&gt;
! Profit @ 30% TPI&amp;lt;br&amp;gt;(per hr work){{ref label|TPI|2}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Penoxycyline]]&lt;br /&gt;
|600 ticks (Intel.)&lt;br /&gt;
|{{icon small|neutroamine}} 2 ({{icon small|silver}} 16.8)&lt;br /&gt;
|{{icon small|silver}} 18&lt;br /&gt;
|{{icon small|silver}} {{--|6}}&lt;br /&gt;
|N/A&lt;br /&gt;
!&lt;br /&gt;
|{{icon small|silver}} 2.28&lt;br /&gt;
|{{icon small|silver}} 9.5&lt;br /&gt;
|-&lt;br /&gt;
|[[Medicine]]&lt;br /&gt;
|900 ticks (Intel.)&lt;br /&gt;
|{{icon small|neutroamine}} 1 + {{icon small|cloth}} 3 + {{icon small|herbal medicine}} 1 &amp;lt;br&amp;gt;({{icon small|silver}} 8.4 bought + 14.5 other)&lt;br /&gt;
|{{icon small|silver}} 18&lt;br /&gt;
|Never&lt;br /&gt;
|N/A&lt;br /&gt;
!&lt;br /&gt;
|Never&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[Go-juice]]&lt;br /&gt;
|600 ticks (Intel.)&lt;br /&gt;
|{{icon small|neutroamine}} 2 + {{icon small|yayo}} 1&amp;lt;br&amp;gt;({{icon small|silver}} 16.8 bought + 21 other)&lt;br /&gt;
|{{icon small|silver}} 53&lt;br /&gt;
|{{icon small|silver}} 2.4&lt;br /&gt;
|{{icon small|silver}} 10&lt;br /&gt;
!&lt;br /&gt;
|{{icon small|silver}} 13.2&lt;br /&gt;
|{{icon small|silver}} 55&lt;br /&gt;
|-&lt;br /&gt;
|[[Wake-up]]&lt;br /&gt;
|900 ticks (Intel.)&lt;br /&gt;
|{{icon small|neutroamine}} 2 ({{icon small|silver}} 16.8)&lt;br /&gt;
|{{icon small|silver}} 35&lt;br /&gt;
|{{icon small|silver}} 4.2&lt;br /&gt;
|{{icon small|silver}} 11.67&lt;br /&gt;
!&lt;br /&gt;
|{{icon small|silver}} 15.54&lt;br /&gt;
|{{icon small|silver}} 43.17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Neutro|1}} Assuming neutroamine is bought, at 140% markup. Anything that can be produced in your colony is assumed to be produced at your colony, and is worth regular market value. The trade disadvantage is taken account when calculating profits for not-neutroamine goods (i.e. yayo is 21 * 0.6 for the 0% TPI profit column).&lt;br /&gt;
:{{note label|TPI|2}} 30% [[Trade Price Improvement|TPI]] is reached at 20 Social skill with no other modifiers, or 8 Social skill with a trading [[inspiration]] (you may need to have multiple inspirations). You sell at x0.78 and buy at x0.98.&lt;br /&gt;
----&lt;br /&gt;
As the trade price disadvantage is increased for [[difficulties]] past Strive to Survive, all neutroamine drugs cease to become (very) profitable.&lt;br /&gt;
&lt;br /&gt;
==Apparel and Armchairs==&lt;br /&gt;
All the uses for [[cloth]] and other [[textile]]s. Both buildings and apparel have a [[quality]] value. The higher the quality, the higher the value. For all effects of quality, including price multi. per quality, and the chance of each quality at a given skill level, see the [[Quality]] page. For reference: you ''average'' normal quality at Crafting / Construction 6. You average good quality at Skill 13. &lt;br /&gt;
&lt;br /&gt;
For this comparison, each product is made out of [[cloth]].&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Product&lt;br /&gt;
! Total Work&lt;br /&gt;
! Cost&lt;br /&gt;
! Net Value @ Normal&lt;br /&gt;
! Added Value&amp;lt;br&amp;gt;@ Normal&amp;lt;br&amp;gt;(per unit material)&lt;br /&gt;
! Added Value&amp;lt;br&amp;gt;@ Normal&amp;lt;br&amp;gt;(per hr work)&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|&lt;br /&gt;
! Net Value @ Good&lt;br /&gt;
! Added Value&amp;lt;br&amp;gt;@ Good&amp;lt;br&amp;gt;(per unit material)&lt;br /&gt;
! Added Value&amp;lt;br&amp;gt;@ Good&amp;lt;br&amp;gt;(per hr work)&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribalwear]]&lt;br /&gt;
| 1800 ticks (Craft)&lt;br /&gt;
| {{icon small|cloth}} 60 ({{icon small|silver}} 90)&lt;br /&gt;
| {{icon small|silver}} 97&lt;br /&gt;
| {{icon small|silver}} 0.117 ({{+|7.7%}})&lt;br /&gt;
| {{icon small|silver}} 9.72&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 121.25&lt;br /&gt;
| {{icon small|silver}} 0.521 ({{+|34.7%}})&lt;br /&gt;
| {{icon small|silver}} 43.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000 ticks (Craft)&lt;br /&gt;
| {{icon small|cloth}} 80 ({{icon small|silver}} 120)&lt;br /&gt;
| {{icon small|silver}} 156&lt;br /&gt;
| {{icon small|silver}} 0.335 ({{+|22.3%}})&lt;br /&gt;
| {{icon small|silver}} 9&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 195&lt;br /&gt;
| {{icon small|silver}} 0.938 ({{+|62.5%}})&lt;br /&gt;
| {{icon small|silver}} 18.75&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000 ticks (Constr.)&lt;br /&gt;
| {{icon small|cloth}} 110 ({{icon small|silver}} 165)&lt;br /&gt;
| {{icon small|silver}} 150.5{{ref label|Build|1}}&lt;br /&gt;
| {{icon small|silver}} {{--|0.13}} ({{--|8.6%}})&lt;br /&gt;
| {{icon small|silver}} {{--|2.59}}&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 188.1{{ref label|Build|1}}&lt;br /&gt;
| {{icon small|silver}} 0.34 ({{+|22.8%}})&lt;br /&gt;
| {{icon small|silver}} 4.13&lt;br /&gt;
|-&lt;br /&gt;
| [[Corset]]{{RoyaltyIcon}}&amp;lt;br&amp;gt;[[Formal vest]]{{RoyaltyIcon}}&lt;br /&gt;
| 12000 ticks (Craft)&lt;br /&gt;
| {{icon small|cloth}} 45 ({{icon small|silver}} 67.5)&lt;br /&gt;
| {{icon small|silver}} 111&lt;br /&gt;
| {{icon small|silver}} 0.97 ({{+|64.7%}})&lt;br /&gt;
| {{icon small|silver}} 9.06&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 166.5 {{Check Tag|Please doublecheck|Shouldn't the value be 111 * 1.25, which is 138.75 ?}}&lt;br /&gt;
| {{icon small|silver}} 2.2 ({{+|146.6%}})&lt;br /&gt;
| {{icon small|silver}} 14.84&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Build|1}} All constructed buildings are sold at at x0.7 price, in addition to the regular [[Trade Price Improvement|TPI]] and [[difficulty]] penalties. This is reflected in the armchair's value and profit.&lt;br /&gt;
----&lt;br /&gt;
For nearly every crafted / consructed item in RimWorld, market value is calculated ''directly'' with (Ingredient Value) and (Work to Make). This means that '''there's no particularly 'bad' or 'good' apparel item''' for the purposes of craft -&amp;gt; selling. The listed items are just the most optimal for a desired goal; do you want more profit per material, or do you want more profit per work time?&lt;br /&gt;
&lt;br /&gt;
Dusters {{RimworldIcon}} or [[Corset]]s{{RoyaltyIcon}} / [[Formal vest]]s{{RoyaltyIcon}} require the most Work : Material, and therefore the most profitable in terms of Value/Material. However, they are poor in terms of $/Work. You should make them if you have crafters doing nothing AND have spare textiles lying around. Alternatively, you can sell any low-quality dusters you've accidentially made to any traders that show up. &lt;br /&gt;
&lt;br /&gt;
Tribalwear is the polar opposite; best in $/work but worst in value/material. If you have a lot of spare material but need extra money fast, then create those. Quality has a huge impact on profit. The [[empire]]{{RoyaltyIcon}} will not buy tribalwear; [[top hat]]s will become the best for $/work.&lt;br /&gt;
&lt;br /&gt;
Armchairs are in a similar, but worse position to dusters. Only make them if you have the textiles to spare, have an idle constructor, and have a ''much'' better constructor than crafter. With poor quality armchairs, it is more convenient to just deconstruct armchairs than sell them.&lt;br /&gt;
&lt;br /&gt;
*'''Ideology Roles'''{{IdeologyIcon}}&lt;br /&gt;
[[Roles#Production specialist|Production Specialists]]{{IdeologyIcon}} have +50% [[general labor speed]] and +1 [[quality]] on all items. Masterwork items, worth x2.5 as much as normal, can become incredibly common. A level 20 specialist making tribalwears creates an average of {{icon small|silver}} 283.3 silver/hour. This should be compared to a level 20 [[Roles#Plants specialist|Plants Specialist]] churning out corn at 308% speed and 143% yield, for {{icon small|silver}} 720 silver/hour. The amount of space required and amount of corn produced for maximum efficiency will be absurd, but so is the cloth required for max efficiency production specialist.&lt;br /&gt;
&lt;br /&gt;
==Sculptures==&lt;br /&gt;
The game encourages creating art for sale. Art sells for x1.1 its value, as opposed to x0.7 value for most other constructed buildings (a 57% increase). Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
In general, small sculptures have the highest profit/material and lowest profit/work, while large/grand sculptures are the opposite. What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that traders may not have enough silver or even goods to buy the best large/grand sculptures. Even [[faction base]]s and [[comms console|orbital trader]]s will run out of actual silver.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Profit @ Normal&lt;br /&gt;
! Profit / Material&lt;br /&gt;
! Profit / Work Hour&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600 ticks (Art)&lt;br /&gt;
| {{icon small|silver}} 49.5&lt;br /&gt;
| {{icon small|silver}} 0.99&lt;br /&gt;
| {{icon small|silver}} 9.81&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000 ticks (Art)&lt;br /&gt;
| {{icon small|silver}} 83.6&lt;br /&gt;
| {{icon small|silver}} 0.836&lt;br /&gt;
| {{icon small|silver}} 9.94&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500 ticks (Art)&lt;br /&gt;
| {{icon small|silver}} 291.5&lt;br /&gt;
| {{icon small|silver}} 0.729&lt;br /&gt;
| {{icon small|silver}} 9.91&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is about 1/10th as profitable to make sculptures per unit work as to farm crops.&lt;br /&gt;
&lt;br /&gt;
== Ranching ==&lt;br /&gt;
Most animals will not provide terribly efficient returns for the labor needed to extract their products. However, depending on biome, simply allowing the animals to breed and graze freely can be a strong source of intermittent revenue. Simply leave them alone in a large pen to breed until they exceed the grazing capacity, then call in a trader or bring them to market. Animals have the additional benefit of being able to carry themselves in a caravan!&lt;br /&gt;
&lt;br /&gt;
Note that since this is designed to be a minimal-labor strategy, it may be necessary to exclude your colonists from pens containing harvestable animals. Additionally, this may make it more profitable to immediately sell a sick animal rather then spend labor and resources on helping it recover.&lt;br /&gt;
&lt;br /&gt;
Ranching for profit works best in equatorial biomes (where growing hay is unnecessary), and for colonies that are more constrained by space than labor (most of them, under default map size/soft pawn limit settings). Other areas will find it far less efficient.&lt;br /&gt;
&lt;br /&gt;
== Material Production ==&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
== The Most Money ==&lt;br /&gt;
By now, it should be established that [[corn]] is easily the most profitable per unit work. With all the DLCs, how far can it go?&lt;br /&gt;
*At level 20 Plants, you reach 113% Harvest Yield and 238% Plants Harvest Speed.&lt;br /&gt;
*[[Traits#Very neurotic|Very neurotic]] + [[Traits#Industrious|Industrious]] give 175% Global Work Speed&lt;br /&gt;
*[[Trauma savant]] adds +50% [[Manipulation]]&lt;br /&gt;
*2 [[field hand]]s{{RoyaltyIcon}} offset Plants Harvest Speed by +160% each&lt;br /&gt;
*[[Roles#Plants specialist|Plants Specialist]]{{IdeologyIcon}} gives +70% speed and +30% yield.&lt;br /&gt;
*[[Genes#Elongated fingers|Elongated fingers]]{{BiotechIcon}} boosts manipulation by x110% (for 165% manipulation)&lt;br /&gt;
*[[Genes#Never sleep|Never Sleep]]{{BiotechIcon}} removes sleep without any work-related penalty&lt;br /&gt;
With a total of 150% yield and 3367% speed, you would reach a theoretical optimum of {{icon small|silver}} 8257 silver per hour. You would be planting 227.5 tiles per hour, or 5,460 tiles (a 73x73 area) per 24 hour day. If the entire map was regular soil and you didn't have to worry about travel time/light/food/recreation, this results in planting 113,895 tiles by the time the first corn finishes growing. This is a 337 x 337 area, much larger than a regular map.&lt;br /&gt;
&lt;br /&gt;
This is before temporary modifiers like [[wake-up]], [[inspiration|work frenzy]], and [[Roles#Leader|Work Drive]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==How to Calculate==&lt;br /&gt;
How to derive these numbers by yourself, in case you want to double-check this guide, or calculate values for other items.&lt;br /&gt;
&lt;br /&gt;
Note: 1 RimWorld hour = 2,500 [[ticks]].&lt;br /&gt;
&lt;br /&gt;
===Plants===&lt;br /&gt;
*Planter Work = (Work to Sow) + (Work to Harvest)&lt;br /&gt;
*Market Value per plant = (Material Value) * (Material Yield)&lt;br /&gt;
*Market Value per hour work = (Market Value per plant) * [ (2500 ticks) / (Planter Work) ]&lt;br /&gt;
*Profit per day = (Market Value per plant) / (Real Days to Grow)&lt;br /&gt;
&lt;br /&gt;
===All produced items===&lt;br /&gt;
*Synthesis Work or Crafter Work = (Work to Make)&lt;br /&gt;
*Total Work = (Work Ingredients) + (Work to Make)&lt;br /&gt;
*Market Value per work total = (Market Value) / (Total Work)&lt;br /&gt;
*Net Value = (Market Value) * ([[Sell Price Multiplier]])&lt;br /&gt;
&lt;br /&gt;
'''Added Value &amp;amp; Profit'''&lt;br /&gt;
*Added Value = (Market Value) - (Ingredient Value * Ingredients required)&lt;br /&gt;
*Added Value per hour work = (Added Value) * [ (2500 ticks) / (Synthesis Work) ]&lt;br /&gt;
*Profit at 0% [[Trade Price Improvement|TPI]] = 0.6 * (Market Value - Material Value Produced) - 1.4 * (Material Value Bought)&lt;br /&gt;
(At 0% TPI, items sell at 60% and are bought at 140%. See TPI page for all the buy/sell multipliers)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=125708</id>
		<title>Money making guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Money_making_guide&amp;diff=125708"/>
		<updated>2023-01-13T21:11:31Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Page Under Construction||help=0}}&lt;br /&gt;
There are lots of ways of &amp;quot;'''making money'''&amp;quot; in RimWorld. Depending on a colony's location, progress, and inhabitants, certain means of production will be more viable than others. Some can give profit in the long-term, but require more set-up or work. And there are (at least!) two ways to measure &amp;quot;best&amp;quot; - making the fastest profit in the least time, or squeezing the most profit out of a limited amount of starting material, even if it takes longer. This guide will give an overview of the different options.&lt;br /&gt;
&lt;br /&gt;
In no particular order:&lt;br /&gt;
*[[Crop]]s, including [[cloth]] &amp;amp; [[drug]] production&lt;br /&gt;
*[[Animal]]s, including [[textile]] crafting&lt;br /&gt;
*Construction, art and crafting.&lt;br /&gt;
*[[Prisoner]]s, and their [[human resources]]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
===Note on trading===&lt;br /&gt;
There is no &amp;quot;buy low, sell high&amp;quot; in RimWorld. In general, trader prices do not vary, At most, any [[faction base]] offers a +2% [[Trade Price Improvement]], resulting in both lower buying prices, and higher selling prices. But certain traders will only accept certain types of items. While a faction base will buy almost everything in their tech level, a combat supplier may not be interested in your [[human leather]].&lt;br /&gt;
&lt;br /&gt;
There is another factor discouraging buy, then sell. There is a default 0.6x price multiplier for selling, and a seperate 1.4x price multiplier for buying anything. The [[AI Storytellers#Trade price disadvantage|Trade price disadvantage]] storyteller difficulty setting will make things even worse. Your trading disadvantage can be reduced by increasing Social skill (and other means of raising [[Trade Price Improvement|TPI]]).&lt;br /&gt;
&lt;br /&gt;
'''All values in this guide assume Strive to Survive [[difficulty]], and use [[Market Value]] instead of &amp;quot;actual&amp;quot; value.''' Difficulty impacts yields of most items, as well as the trade price disadvantage. And, if you have 0 Social skill, expect things to become 233% more expensive in Strive to Survive, or 350% more expensive in Losing is Fun.&lt;br /&gt;
&lt;br /&gt;
==Food Crops==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Total Work&amp;lt;br&amp;gt;(per plant){{ref label|Sow|1}}&lt;br /&gt;
! Raw material&amp;lt;br&amp;gt;(per plant){{ref label|GrowYield|2}}&lt;br /&gt;
! Market Value&amp;lt;br&amp;gt;(per plant)&lt;br /&gt;
! Market Value&amp;lt;br&amp;gt;(per hour work)&lt;br /&gt;
! Real days&amp;lt;br&amp;gt;to grow{{ref label|Fert|3}}&lt;br /&gt;
! Profit/day&amp;lt;br&amp;gt;plant growth&lt;br /&gt;
|-&lt;br /&gt;
| [[Corn plant]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|corn}} 22&lt;br /&gt;
| {{icon small|silver}} 24.2&lt;br /&gt;
| {{icon small|silver}} 163.5&lt;br /&gt;
| 20.86 days&lt;br /&gt;
| {{icon small|silver}} 1.16&lt;br /&gt;
|-&lt;br /&gt;
| [[Haygrass]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|hay}} 18&lt;br /&gt;
| {{icon small|silver}} 10.8&lt;br /&gt;
| {{icon small|silver}} 73.0&lt;br /&gt;
| 12.92 days&lt;br /&gt;
| {{icon small|silver}} 0.83&lt;br /&gt;
|-&lt;br /&gt;
| [[Rice plant]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|rice}} 6&lt;br /&gt;
| {{icon small|silver}} 6.6&lt;br /&gt;
| {{icon small|silver}} 44.6&lt;br /&gt;
| 5.54 days&lt;br /&gt;
| {{icon small|silver}} 1.19&lt;br /&gt;
|-&lt;br /&gt;
| [[Potato plant]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|potatoes}} 11&lt;br /&gt;
| {{icon small|silver}} 12.1&lt;br /&gt;
| {{icon small|silver}} 81.77&lt;br /&gt;
| 10.71 days&lt;br /&gt;
| {{icon small|silver}} 1.12&lt;br /&gt;
|-&lt;br /&gt;
| [[Nutrifungus]]{{IdeologyIcon}}&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|raw fungus}} 11&lt;br /&gt;
| {{icon small|silver}} 12.1&lt;br /&gt;
| {{icon small|silver}} 81.77&lt;br /&gt;
| 11.07 days&lt;br /&gt;
| {{icon small|silver}} 1.09&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Sow|1}} Time it takes to sow and then harvest. Directly reduced by [[Plant Work Speed]]. Does not account for travel/hauling time.&lt;br /&gt;
:{{note label|GrowYield|2}} Assuming 100% [[AI Storytellers#Harvest yield|harvest yield]] (difficulty stat) and 100% [[Plant Harvest Yield]] (pawn stat, impacted by Plants skill).&lt;br /&gt;
:{{note label|Fert|3}} Time to grow, taking into account day/night cycles, but not sub-optimal [[light]] level. Assuming 100% soil fertility. Rice and Corn are equally affected by soil, but corn cannot be grown in [[hydroponics]]. Nutrifungus, then potatoes, are affected the least by both poor and good soil.&lt;br /&gt;
----&lt;br /&gt;
[[Corn plant|Corn]] is the best crop for both human food/work and cash/work. It is actually more profitable per unit work than any crop in the game, including every drug. However, it cannot be processed any further, meaning it is reliant entirely on the grow cycle. Per unit, it is less valuable than any drug, meaning more time is spent hauling. You'll might have to carry all that corn - only bulk goods traders and faction bases will buy it. And, in practice, the slow growing cycle can be a large issue. Corn is more dfficult to grow in bomes with a winter. It is vulnerable to destruction, whenever by [[fire]] and [[blight]].&lt;br /&gt;
&lt;br /&gt;
[[Haygrass]] gives more nutrition/day than corn, but cannot be eaten by humans unless produced into [[kibble]], which gives a {{--|12}} moodlet. It is also less efficient for work. [[Rice plant|Rice]] is good as a ''stable'' source of food, but is not efficient at all in terms of product / work. Rice, potatoes, and corn all have roughly the same nutrition per day, just that rice is the most stable, and corn saves the most work.&lt;br /&gt;
&lt;br /&gt;
Make sure not to sell food that you need to eat. When cooked into [[simple meal]]s or regular [[fine meal]]s, each colonist will eat an effective 20 raw food per day. For reference, a field of ~25 tiles of rice, or 20 tiles of rich soil rice, is enough to ''practically'' sustain a single colonist in a year-round growing biome indefintely. Then you can grow and sell endless fields of corn, without starving.&lt;br /&gt;
&lt;br /&gt;
===Product===&lt;br /&gt;
Raw food can be turned directly into sellable [[packaged survival meal]]s, [[pemmican]], and [[chemfuel]]. However, both packaged meals and pemmican require a source of [[meat]], meaning they will not be covered in the table below. Both haygrass and corn can be used to feed [[animal]]s, but most animals can graze in the summer (or all year, if the biome supports it).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Product&lt;br /&gt;
! Total Work&lt;br /&gt;
! Cost&lt;br /&gt;
! Market Value&lt;br /&gt;
! Added Value @ Corn&amp;lt;br&amp;gt;(per hr work)&lt;br /&gt;
! Added Value @ Human&amp;lt;br&amp;gt;meat (per hr work)&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]]&lt;br /&gt;
| 2500 ticks (no skill)&lt;br /&gt;
| 3.5 nutrition (70 [[raw food]])&lt;br /&gt;
| {{icon small|silver}} 80.5&lt;br /&gt;
| &amp;lt; {{icon small|silver}} 0.01&lt;br /&gt;
| {{icon small|silver}} 24.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
Corn-turned chemfuel in a [[biofuel refinery]] is barely profitable when compared to selling raw corn. You can use less desirable food, like [[human meat]] and [[insect meat]], though it is still less profitable than growing rice. Haygrass cannot be used in the refinery unless first turned into [[kibble]]. &lt;br /&gt;
&lt;br /&gt;
Chemfuel has its advantages: it is lighter and never rots.&lt;br /&gt;
&lt;br /&gt;
==Cash crops==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Planter Work&amp;lt;br&amp;gt;(per plant){{ref label|SowB|1}}&lt;br /&gt;
! Raw material&amp;lt;br&amp;gt;(per plant){{ref label|GrowYieldB|2}}&lt;br /&gt;
! Market Value&amp;lt;br&amp;gt;(per plant)&lt;br /&gt;
! Market Value&amp;lt;br&amp;gt;(per hr work)&lt;br /&gt;
! Real days&amp;lt;br&amp;gt;to grow{{ref label|FertB|3}}&lt;br /&gt;
! Profit/day&amp;lt;br&amp;gt;plant growth&lt;br /&gt;
|-&lt;br /&gt;
| [[Cotton plant]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|cloth}} 10&lt;br /&gt;
| {{icon small|silver}} 15&lt;br /&gt;
| {{icon small|silver}} 101.35&lt;br /&gt;
| 14.77 days&lt;br /&gt;
| {{icon small|silver}} 1.02&lt;br /&gt;
|-&lt;br /&gt;
| [[Devilstrand mushroom|Devilstrand]]&lt;br /&gt;
| 600 ticks (Plants)&lt;br /&gt;
| {{icon small|devilstrand}} 6&lt;br /&gt;
| {{icon small|silver}} 33&lt;br /&gt;
| {{icon small|silver}} 137.5&lt;br /&gt;
| 41.54 days&lt;br /&gt;
| {{icon small|silver}} 0.794&lt;br /&gt;
|-&lt;br /&gt;
| [[Healroot]]&lt;br /&gt;
| 1200 ticks (Plants)&lt;br /&gt;
| {{icon small|herbal medicine}} 1&lt;br /&gt;
| {{icon small|silver}} 10&lt;br /&gt;
| {{icon small|silver}} 20.83&lt;br /&gt;
| 12.92 days&lt;br /&gt;
| {{icon small|silver}} 0.773&lt;br /&gt;
|-&lt;br /&gt;
| [[Hops]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|hops}} 8&lt;br /&gt;
| {{icon small|silver}} 10.4&lt;br /&gt;
| {{icon small|silver}} 70.27&lt;br /&gt;
| 9.23 days&lt;br /&gt;
| {{icon small|silver}} 1.127&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf plant]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|smokeleaf leaves}} 9&lt;br /&gt;
| {{icon small|silver}} 14.4&lt;br /&gt;
| {{icon small|silver}} 97.3&lt;br /&gt;
| 12.92 days&lt;br /&gt;
| {{icon small|silver}} 1.115&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychoid plant]]&lt;br /&gt;
| 370 ticks (Plants)&lt;br /&gt;
| {{icon small|psychoid leaves}} 8&lt;br /&gt;
| {{icon small|silver}} 15.2&lt;br /&gt;
| {{icon small|silver}} 102.7&lt;br /&gt;
| 16.62 days&lt;br /&gt;
| {{icon small|silver}} 0.914&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia bush]]{{ref label|Ambrosia|4}}&lt;br /&gt;
| 200 ticks (Plants)&lt;br /&gt;
| {{icon small|ambrosia}} 4&lt;br /&gt;
| {{icon small|silver}} 60&lt;br /&gt;
| {{icon small|silver}} (750)&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|SowB|1}} Time it takes to sow and then harvest. Directly reduced by [[Plant Work Speed]]. Does not account for travel/hauling time.&lt;br /&gt;
:{{note label|GrowYieldB|2}} Assuming 100% [[AI Storytellers#Harvest yield|harvest yield]] (difficulty stat) and 100% [[Plant Harvest Yield]] (pawn stat, impacted by Plants skill).&lt;br /&gt;
:{{note label|FertB|3}} Time to grow, taking into account day/night cycles, but not sub-optimal [[light]] level. Assuming 100% soil fertility. Psychoid has the least Fert. sensitivity, and hops are less than the other plants.&lt;br /&gt;
:{{note label|Ambrosia|4}} Ambrosia bushes cannot be planted, only appearing from the [[Event#Ambrosia sprout|event]]. You cannot control where the ambrosia sprouts, meaning that travel time is highly variable. Note that these bushes can be harvested multiple times.&lt;br /&gt;
----&lt;br /&gt;
Psychoid and cloth are the clear winners when selling raw. Psychoid has lowered fertillity sensitivity, so it is weaker per day in [[hydroponics]].&lt;br /&gt;
&lt;br /&gt;
Devilstrand gives more $/work, but it grows nearly twice as slow as corn. As corn gives even more $/work, it is the superior option. Ambrosia blows all plants out of the water ''and'' requires no process work afterwards, but is limited to the event.&lt;br /&gt;
&lt;br /&gt;
Cloth and devilstrand can be used as [[textile]]s for both Crafting and Construction items. The rest of the plants are drugs, and can be processed with either Cooking ''or'' Intellectual.&lt;br /&gt;
&lt;br /&gt;
==Drug Production==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Synthesis Work&amp;lt;br&amp;gt;(per plant)&lt;br /&gt;
! Material&amp;lt;br&amp;gt;(per plant)&lt;br /&gt;
! Market Value&amp;lt;br&amp;gt;(per plant)&lt;br /&gt;
! Market Value&amp;lt;br&amp;gt;(per hr work total){{ref label|Total|1}}&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|&lt;br /&gt;
! Added Value&amp;lt;br&amp;gt;(per plant)&lt;br /&gt;
! Added Value&amp;lt;br&amp;gt;(per hr work)&lt;br /&gt;
! Profit/day&amp;lt;br&amp;gt;plant growth&lt;br /&gt;
|-&lt;br /&gt;
|[[Beer]]&lt;br /&gt;
| 320 ticks (Cook){{ref label|Beer|2}}&lt;br /&gt;
| {{icon small|beer}} 1.6&lt;br /&gt;
| {{icon small|silver}} 19.2&lt;br /&gt;
| {{icon small|silver}} 69.56&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 8.8&lt;br /&gt;
| {{icon small|silver}} 68.75&lt;br /&gt;
| {{icon small|silver}} 2.086{{ref label|Ferm|3}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Smokeleaf joint]]&lt;br /&gt;
| 1012.5 ticks (Cook)&lt;br /&gt;
| {{icon small|smokeleaf joint}} 2.25&lt;br /&gt;
| {{icon small|silver}} 24.75&lt;br /&gt;
| {{icon small|silver}} 46.22&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 10.35&lt;br /&gt;
| {{icon small|silver}} 25.56&lt;br /&gt;
| {{icon small|silver}} 1.916&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychite tea]]&lt;br /&gt;
| 800 ticks (Cook)&lt;br /&gt;
| {{icon small|psychite tea}} 2&lt;br /&gt;
| {{icon small|silver}} 20&lt;br /&gt;
| {{icon small|silver}} 42.73&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 2.4&lt;br /&gt;
| {{icon small|silver}} 7.5&lt;br /&gt;
| {{icon small|silver}} 1.316&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]]&lt;br /&gt;
| 500 ticks (Intel.)&lt;br /&gt;
| {{icon small|flake}} 2&lt;br /&gt;
| {{icon small|silver}} 28&lt;br /&gt;
| {{icon small|silver}} 80.46&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 12.8&lt;br /&gt;
| {{icon small|silver}} 64&lt;br /&gt;
| {{icon small|silver}} 1.842&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]&lt;br /&gt;
| 350 ticks (Intel.)&lt;br /&gt;
| {{icon small|yayo}} 1&lt;br /&gt;
| {{icon small|silver}} 21&lt;br /&gt;
| {{icon small|silver}} 72.92&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 5.8&lt;br /&gt;
| {{icon small|silver}} 41.43&lt;br /&gt;
| {{icon small|silver}} 1.381&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Total|1}} Combined work from both planting and synthesis. Controlled by [[Plant Work Speed]] and either [[Drug Cooking Speed]] (Cook) or [[Drug Synthesis Speed]] (Intel.).&lt;br /&gt;
:{{note label|Beer|2}} For beer, [[hops]] need to be converted into [[wort]], then put into a [[fermenting barrel]] to make beer. This extra hauling work is not accounted for.&lt;br /&gt;
:{{note label|Ferm|3}} Beer takes 6 days to ferment from wort in a fermenting barrel. Fermentation can be done concurrently with plant work, so this is ignored.&lt;br /&gt;
----&lt;br /&gt;
*'''Why Drugs?'''&lt;br /&gt;
Despite having a lower value/work ratio than raw plants, drugs have several major advantages.&lt;br /&gt;
&lt;br /&gt;
All calculations assume that a drug is constantly being planted, harvested, and synthesized by 1 pawn, before travel time. These tables are comparing 1000 leaves-turned-flake to selling 2315 raw leaves, not 1000 to 1000 leaves. In other words, drug synthesis allows you to ''get more value from the same growing space''. &lt;br /&gt;
&lt;br /&gt;
Creating drugs allows 2 pawns, perhaps with different skills and passions, to &amp;quot;work&amp;quot; at the same sized field at the same time. Certain [[biome]]s may be limited in grow space. Other biomes can let you grow in the summer, and synthesize in the winter. Even in a tropical rainforest: If a pawn is not constantly harvesting and resowing every day until the psychoid is done, you have time to synthesize. With Plants 8 and an 8 hour work day, this would be 897 tiles. Fields this large can be difficult to protect from [[fire]], [[raider]]s, and [[blight]] - not even considering walk distance. And this shouldn't need to be said, but if you have a pawn that's bad at plants but great at intellectual, then they are better off creating drugs. &lt;br /&gt;
&lt;br /&gt;
The other advantage is with logistics. More traders accept drugs than raw plants. Drugs are much lighter than their raw materials, meaning [[caravan]]s and [[transport pod]]s can carry much more at a time. In addition, plant matter will rot when unrefrigerated; drugs don't.&lt;br /&gt;
&lt;br /&gt;
*'''Drug Comparison'''&lt;br /&gt;
Flake is the absolute winner for almost every relevant stat, considering beer's fermentation time. Yayo takes less work per leaf, but selling flake + excess leaves is more valuable than selling yayo. However: if work time is not an issue, but [[hydroponics]] space is, then smokeleaf is the superior choice. If [[Research#Psychite refining|Psychite Refining]] has not been researched, then Beer (requires [[Research#Beer brewing|Beer Brewing]]) and smokeleaf (requires [[Research#Drug production|Drug Production]] to not be half speed) have their merits. &lt;br /&gt;
&lt;br /&gt;
Psychite tea is clearly the worst available drug for selling. However, colonies may produce it to drink, decreasing the [[Rest]] each colonist needs. As calculated in psychite tea's [[Psychite_tea#Work_analysis|analysis section]], it is virtually always positive in terms of work gained : work required ratio. Extra psychite tea can be sold to traders for a decent profit.&lt;br /&gt;
&lt;br /&gt;
===Neutroamine drugs===&lt;br /&gt;
Some drugs require [[neutroamine]], which can only be reliably obtained via trade. This is subject to the various [[Trade Price Improvement]]s, but under the default difficulty settings at 0% TPI, you buy at a x1.4 markup and sell at a x0.6 loss. Neutroamine is a finite resource at any one point in time, so you are often better off using it for the actual drugs&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug&lt;br /&gt;
! Synthesis Work&amp;lt;br&amp;gt;&lt;br /&gt;
! Cost ({{icon small|silver}} @ 0% TPI){{ref label|Neutro|1}}&lt;br /&gt;
! Market Value&lt;br /&gt;
! Profit @ 0% TPI&amp;lt;br&amp;gt;(per drug)&lt;br /&gt;
! Profit @ 0% TPI&amp;lt;br&amp;gt;(per hr work)&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|&lt;br /&gt;
! Profit @ 30% TPI&amp;lt;br&amp;gt;(per drug){{ref label|TPI|2}}&lt;br /&gt;
! Profit @ 30% TPI&amp;lt;br&amp;gt;(per hr work){{ref label|TPI|2}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Penoxycyline]]&lt;br /&gt;
|600 ticks (Intel.)&lt;br /&gt;
|{{icon small|neutroamine}} 2 ({{icon small|silver}} 16.8)&lt;br /&gt;
|{{icon small|silver}} 18&lt;br /&gt;
|{{icon small|silver}} {{--|6}}&lt;br /&gt;
|N/A&lt;br /&gt;
!&lt;br /&gt;
|{{icon small|silver}} 2.28&lt;br /&gt;
|{{icon small|silver}} 9.5&lt;br /&gt;
|-&lt;br /&gt;
|[[Medicine]]&lt;br /&gt;
|900 ticks (Intel.)&lt;br /&gt;
|{{icon small|neutroamine}} 1 + {{icon small|cloth}} 3 + {{icon small|herbal medicine}} 1 &amp;lt;br&amp;gt;({{icon small|silver}} 8.4 bought + 14.5 other)&lt;br /&gt;
|{{icon small|silver}} 18&lt;br /&gt;
|Never&lt;br /&gt;
|N/A&lt;br /&gt;
!&lt;br /&gt;
|Never&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[Go-juice]]&lt;br /&gt;
|600 ticks (Intel.)&lt;br /&gt;
|{{icon small|neutroamine}} 2 + {{icon small|yayo}} 1&amp;lt;br&amp;gt;({{icon small|silver}} 16.8 bought + 21 other)&lt;br /&gt;
|{{icon small|silver}} 53&lt;br /&gt;
|{{icon small|silver}} 2.4&lt;br /&gt;
|{{icon small|silver}} 10&lt;br /&gt;
!&lt;br /&gt;
|{{icon small|silver}} 13.2&lt;br /&gt;
|{{icon small|silver}} 55&lt;br /&gt;
|-&lt;br /&gt;
|[[Wake-up]]&lt;br /&gt;
|900 ticks (Intel.)&lt;br /&gt;
|{{icon small|neutroamine}} 2 ({{icon small|silver}} 16.8)&lt;br /&gt;
|{{icon small|silver}} 35&lt;br /&gt;
|{{icon small|silver}} 4.2&lt;br /&gt;
|{{icon small|silver}} 11.67&lt;br /&gt;
!&lt;br /&gt;
|{{icon small|silver}} 15.54&lt;br /&gt;
|{{icon small|silver}} 43.17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Neutro|1}} Assuming neutroamine is bought, at 140% markup. Anything that can be produced in your colony is assumed to be produced at your colony, and is worth regular market value. The trade disadvantage is taken account when calculating profits for not-neutroamine goods (i.e. yayo is 21 * 0.6 for the 0% TPI profit column).&lt;br /&gt;
:{{note label|TPI|2}} 30% [[Trade Price Improvement|TPI]] is reached at 20 Social skill with no other modifiers, or 8 Social skill with a trading [[inspiration]] (you may need to have multiple inspirations). You sell at x0.78 and buy at x0.98.&lt;br /&gt;
----&lt;br /&gt;
As the trade price disadvantage is increased for [[difficulties]] past Strive to Survive, all neutroamine drugs cease to become (very) profitable.&lt;br /&gt;
&lt;br /&gt;
==Apparel and Armchairs==&lt;br /&gt;
All the uses for [[cloth]] and other [[textile]]s. Both buildings and apparel have a [[quality]] value. The higher the quality, the higher the value. For all effects of quality, including price multi. per quality, and the chance of each quality at a given skill level, see the [[Quality]] page. For reference: you ''average'' normal quality at Crafting / Construction 6. You average good quality at Skill 13. &lt;br /&gt;
&lt;br /&gt;
For this comparison, each product is made out of [[cloth]].&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Product&lt;br /&gt;
! Total Work&lt;br /&gt;
! Cost&lt;br /&gt;
! Net Value @ Normal&lt;br /&gt;
! Added Value&amp;lt;br&amp;gt;@ Normal&amp;lt;br&amp;gt;(per unit material)&lt;br /&gt;
! Added Value&amp;lt;br&amp;gt;@ Normal&amp;lt;br&amp;gt;(per hr work)&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|&lt;br /&gt;
! Net Value @ Good&lt;br /&gt;
! Added Value&amp;lt;br&amp;gt;@ Good&amp;lt;br&amp;gt;(per unit material)&lt;br /&gt;
! Added Value&amp;lt;br&amp;gt;@ Good&amp;lt;br&amp;gt;(per hr work)&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribalwear]]&lt;br /&gt;
| 1800 ticks (Craft)&lt;br /&gt;
| {{icon small|cloth}} 60 ({{icon small|silver}} 90)&lt;br /&gt;
| {{icon small|silver}} 97&lt;br /&gt;
| {{icon small|silver}} 0.117 ({{+|7.7%}})&lt;br /&gt;
| {{icon small|silver}} 9.72&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 121.25&lt;br /&gt;
| {{icon small|silver}} 0.521 ({{+|34.7%}})&lt;br /&gt;
| {{icon small|silver}} 43.4&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]]&lt;br /&gt;
| 10000 ticks (Craft)&lt;br /&gt;
| {{icon small|cloth}} 80 ({{icon small|silver}} 120)&lt;br /&gt;
| {{icon small|silver}} 156&lt;br /&gt;
| {{icon small|silver}} 0.335 ({{+|22.3%}})&lt;br /&gt;
| {{icon small|silver}} 9&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 195&lt;br /&gt;
| {{icon small|silver}} 0.938 ({{+|62.5%}})&lt;br /&gt;
| {{icon small|silver}} 18.75&lt;br /&gt;
|-&lt;br /&gt;
| [[Armchair]]&lt;br /&gt;
| 14000 ticks (Constr.)&lt;br /&gt;
| {{icon small|cloth}} 110 ({{icon small|silver}} 165)&lt;br /&gt;
| {{icon small|silver}} 150.5{{ref label|Build|1}}&lt;br /&gt;
| {{icon small|silver}} {{--|0.13}} ({{--|8.6%}})&lt;br /&gt;
| {{icon small|silver}} {{--|2.59}}&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 188.1{{ref label|Build|1}}&lt;br /&gt;
| {{icon small|silver}} 0.34 ({{+|22.8%}})&lt;br /&gt;
| {{icon small|silver}} 4.13&lt;br /&gt;
|-&lt;br /&gt;
| [[Corset]]{{RoyaltyIcon}}&amp;lt;br&amp;gt;[[Formal vest]]{{RoyaltyIcon}}&lt;br /&gt;
| 12000 ticks (Craft)&lt;br /&gt;
| {{icon small|cloth}} 45 ({{icon small|silver}} 67.5)&lt;br /&gt;
| {{icon small|silver}} 111&lt;br /&gt;
| {{icon small|silver}} 0.97 ({{+|64.7%}})&lt;br /&gt;
| {{icon small|silver}} 9.06&lt;br /&gt;
!&lt;br /&gt;
| {{icon small|silver}} 166.5 {{Check Tag|Please double-check|Shouldn't the value be 111 *1.25 = 138,75 ? }}&lt;br /&gt;
| {{icon small|silver}} 2.2 ({{+|146.6%}})&lt;br /&gt;
| {{icon small|silver}} 14.84&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Build|1}} All constructed buildings are sold at at x0.7 price, in addition to the regular [[Trade Price Improvement|TPI]] and [[difficulty]] penalties. This is reflected in the armchair's value and profit.&lt;br /&gt;
----&lt;br /&gt;
For nearly every crafted / consructed item in RimWorld, market value is calculated ''directly'' with (Ingredient Value) and (Work to Make). This means that '''there's no particularly 'bad' or 'good' apparel item''' for the purposes of craft -&amp;gt; selling. The listed items are just the most optimal for a desired goal; do you want more profit per material, or do you want more profit per work time?&lt;br /&gt;
&lt;br /&gt;
Dusters {{RimworldIcon}} or [[Corset]]s{{RoyaltyIcon}} / [[Formal vest]]s{{RoyaltyIcon}} require the most Work : Material, and therefore the most profitable in terms of Value/Material. However, they are poor in terms of $/Work. You should make them if you have crafters doing nothing AND have spare textiles lying around. Alternatively, you can sell any low-quality dusters you've accidentially made to any traders that show up. &lt;br /&gt;
&lt;br /&gt;
Tribalwear is the polar opposite; best in $/work but worst in value/material. If you have a lot of spare material but need extra money fast, then create those. Quality has a huge impact on profit. The [[empire]]{{RoyaltyIcon}} will not buy tribalwear; [[top hat]]s will become the best for $/work.&lt;br /&gt;
&lt;br /&gt;
Armchairs are in a similar, but worse position to dusters. Only make them if you have the textiles to spare, have an idle constructor, and have a ''much'' better constructor than crafter. With poor quality armchairs, it is more convenient to just deconstruct armchairs than sell them.&lt;br /&gt;
&lt;br /&gt;
*'''Ideology Roles'''{{IdeologyIcon}}&lt;br /&gt;
[[Roles#Production specialist|Production Specialists]]{{IdeologyIcon}} have +50% [[general labor speed]] and +1 [[quality]] on all items. Masterwork items, worth x2.5 as much as normal, can become incredibly common. A level 20 specialist making tribalwears creates an average of {{icon small|silver}} 283.3 silver/hour. This should be compared to a level 20 [[Roles#Plants specialist|Plants Specialist]] churning out corn at 308% speed and 143% yield, for {{icon small|silver}} 720 silver/hour. The amount of space required and amount of corn produced for maximum efficiency will be absurd, but so is the cloth required for max efficiency production specialist.&lt;br /&gt;
&lt;br /&gt;
==Sculptures==&lt;br /&gt;
The game encourages creating art for sale. Art sells for x1.1 its value, as opposed to x0.7 value for most other constructed buildings (a 57% increase). Wood is the only material that makes sense to build sculptures for profit in terms of value added per unit work. For materials other than wood, the ratio of work cost versus value added is so low that it isn't worth it unless you either 1) have time and material to burn, or 2) are trying for a specific high-quality sculpture and are willing to sell off the failures.&lt;br /&gt;
&lt;br /&gt;
In general, small sculptures have the highest profit/material and lowest profit/work, while large/grand sculptures are the opposite. What this means is that if you have time but are short on material and want to make the most of what you do have, make small sculptures. Conversely, if you have lots of material and want to create value (relatively) quickly, make grand sculptures. Practically speaking, grand sculptures, at a size of 4x4, are not as useful in your colony as large sculptures, so many players make large and sell off their lower-quality discards.&lt;br /&gt;
&lt;br /&gt;
Also, be mindful that traders may not have enough silver or even goods to buy the best large/grand sculptures. Even [[faction base]]s and [[comms console|orbital trader]]s will run out of actual silver.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Work to process&lt;br /&gt;
! Profit @ Normal&lt;br /&gt;
! Profit / Material&lt;br /&gt;
! Profit / Work Hour&lt;br /&gt;
|-&lt;br /&gt;
| [[Small sculpture]]&lt;br /&gt;
| 12600 ticks (Art)&lt;br /&gt;
| {{icon small|silver}} 49.5&lt;br /&gt;
| {{icon small|silver}} 0.99&lt;br /&gt;
| {{icon small|silver}} 9.81&lt;br /&gt;
|-&lt;br /&gt;
| [[Large sculpture]]&lt;br /&gt;
| 21000 ticks (Art)&lt;br /&gt;
| {{icon small|silver}} 83.6&lt;br /&gt;
| {{icon small|silver}} 0.836&lt;br /&gt;
| {{icon small|silver}} 9.94&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand sculpture]]&lt;br /&gt;
| 73500 ticks (Art)&lt;br /&gt;
| {{icon small|silver}} 291.5&lt;br /&gt;
| {{icon small|silver}} 0.729&lt;br /&gt;
| {{icon small|silver}} 9.91&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is about 1/10th as profitable to make sculptures per unit work as to farm crops.&lt;br /&gt;
&lt;br /&gt;
== Ranching ==&lt;br /&gt;
Most animals will not provide terribly efficient returns for the labor needed to extract their products. However, depending on biome, simply allowing the animals to breed and graze freely can be a strong source of intermittent revenue. Simply leave them alone in a large pen to breed until they exceed the grazing capacity, then call in a trader or bring them to market. Animals have the additional benefit of being able to carry themselves in a caravan!&lt;br /&gt;
&lt;br /&gt;
Note that since this is designed to be a minimal-labor strategy, it may be necessary to exclude your colonists from pens containing harvestable animals. Additionally, this may make it more profitable to immediately sell a sick animal rather then spend labor and resources on helping it recover.&lt;br /&gt;
&lt;br /&gt;
Ranching for profit works best in equatorial biomes (where growing hay is unnecessary), and for colonies that are more constrained by space than labor (most of them, under default map size/soft pawn limit settings). Other areas will find it far less efficient.&lt;br /&gt;
&lt;br /&gt;
== Material Production ==&lt;br /&gt;
(tbd)&lt;br /&gt;
&lt;br /&gt;
== The Most Money ==&lt;br /&gt;
By now, it should be established that [[corn]] is easily the most profitable per unit work. With all the DLCs, how far can it go?&lt;br /&gt;
*At level 20 Plants, you reach 113% Harvest Yield and 238% Plants Harvest Speed.&lt;br /&gt;
*[[Traits#Very neurotic|Very neurotic]] + [[Traits#Industrious|Industrious]] give 175% Global Work Speed&lt;br /&gt;
*[[Trauma savant]] adds +50% [[Manipulation]]&lt;br /&gt;
*2 [[field hand]]s{{RoyaltyIcon}} offset Plants Harvest Speed by +160% each&lt;br /&gt;
*[[Roles#Plants specialist|Plants Specialist]]{{IdeologyIcon}} gives +70% speed and +30% yield.&lt;br /&gt;
*[[Genes#Elongated fingers|Elongated fingers]]{{BiotechIcon}} boosts manipulation by x110% (for 165% manipulation)&lt;br /&gt;
*[[Genes#Never sleep|Never Sleep]]{{BiotechIcon}} removes sleep without any work-related penalty&lt;br /&gt;
With a total of 150% yield and 3367% speed, you would reach a theoretical optimum of {{icon small|silver}} 8257 silver per hour. You would be planting 227.5 tiles per hour, or 5,460 tiles (a 73x73 area) per 24 hour day. If the entire map was regular soil and you didn't have to worry about travel time/light/food/recreation, this results in planting 113,895 tiles by the time the first corn finishes growing. This is a 337 x 337 area, much larger than a regular map.&lt;br /&gt;
&lt;br /&gt;
This is before temporary modifiers like [[wake-up]], [[inspiration|work frenzy]], and [[Roles#Leader|Work Drive]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==How to Calculate==&lt;br /&gt;
How to derive these numbers by yourself, in case you want to double-check this guide, or calculate values for other items.&lt;br /&gt;
&lt;br /&gt;
Note: 1 RimWorld hour = 2,500 [[ticks]].&lt;br /&gt;
&lt;br /&gt;
===Plants===&lt;br /&gt;
*Planter Work = (Work to Sow) + (Work to Harvest)&lt;br /&gt;
*Market Value per plant = (Material Value) * (Material Yield)&lt;br /&gt;
*Market Value per hour work = (Market Value per plant) * [ (2500 ticks) / (Planter Work) ]&lt;br /&gt;
*Profit per day = (Market Value per plant) / (Real Days to Grow)&lt;br /&gt;
&lt;br /&gt;
===All produced items===&lt;br /&gt;
*Synthesis Work or Crafter Work = (Work to Make)&lt;br /&gt;
*Total Work = (Work Ingredients) + (Work to Make)&lt;br /&gt;
*Market Value per work total = (Market Value) / (Total Work)&lt;br /&gt;
*Net Value = (Market Value) * ([[Sell Price Multiplier]])&lt;br /&gt;
&lt;br /&gt;
'''Added Value &amp;amp; Profit'''&lt;br /&gt;
*Added Value = (Market Value) - (Ingredient Value * Ingredients required)&lt;br /&gt;
*Added Value per hour work = (Added Value) * [ (2500 ticks) / (Synthesis Work) ]&lt;br /&gt;
*Profit at 0% [[Trade Price Improvement|TPI]] = 0.6 * (Market Value - Material Value Produced) - 1.4 * (Material Value Bought)&lt;br /&gt;
(At 0% TPI, items sell at 60% and are bought at 140%. See TPI page for all the buy/sell multipliers)&lt;br /&gt;
&lt;br /&gt;
{{Nav/guides|wide}}&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xakqocvvdi2znjgk&amp;topic_postId=xakqocvvdm11vnes&amp;topic_revId=xakqocvvdm11vnes&amp;action=single-view</id>
		<title>Topic:Xakqocvvdi2znjgk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xakqocvvdi2znjgk&amp;topic_postId=xakqocvvdm11vnes&amp;topic_revId=xakqocvvdm11vnes&amp;action=single-view"/>
		<updated>2023-01-12T21:16:42Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Crow&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Crow (page does not exist)&quot;&gt;&lt;bdi&gt;Crow&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Crow&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Crow&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Crow&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Crow&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:Xakqocvvdi2znjgk&amp;amp;topic_showPostId=xakqocvvdm11vnes#flow-post-xakqocvvdm11vnes&quot;&gt;commented&lt;/a&gt; on &quot;Money making guide&quot; (&lt;em&gt;Hi and thank you for your work on Money making guide. While I knew most corollaries from my own calculations, I still did learn few facts...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ritual_table&amp;diff=125233</id>
		<title>Template:Ritual table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ritual_table&amp;diff=125233"/>
		<updated>2023-01-09T20:44:31Z</updated>

		<summary type="html">&lt;p&gt;Crow: Merged child birth ritual with Deref edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Social festival.png|64px]] || Social festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dance party.png|64px]] || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Drum party.png|64px]] || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Christmas tree ritual.png|64px]]&amp;lt;br&amp;gt;[[File:Symbol burning.png|64px]]&amp;lt;br&amp;gt;[[File:Smokeleaf circle.png|64px]]&amp;lt;br&amp;gt;[[File:Cannibal feast.png|64px]] || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Duelists must be [[Incapable|capable]] of violence Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- &lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for 15 days for the purpose of arrest, banishment, and executions. If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Tree connection ritual.png|64px]] || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bestowing ceremony.png|64px]] || Bestowing Ceremony || Participant count (24): +60%&amp;lt;br&amp;gt;Room Impressiveness (170): +40% ||Bonus mood for 6 days:&amp;lt;br&amp;gt;  5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Honorable: +3&amp;lt;br&amp;gt;20% Grandiose: +6 || Bonus honor based on number of gathered spectators and room impressiveness. The bonus does not depend on outcome. Provides 1 honor above 30% ritual quality, 2 above 60% and 3 above 90% quality. &amp;lt;br&amp;gt; Requires [[Quests#.3CPAWN_NAME.3E.27s_.3CNEW_TITLE.3E_Ceremony|New title's ceremony quest]] to start. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Speech.png|64px]] || Throne Speech || Participant count (10): +40%&amp;lt;br&amp;gt;Organizer's social impact(150%): +40%{{Check Tag|Verify|Guessing based on few in-game observations and other rituals}}  &amp;lt;br&amp;gt;Room Impressiveness (120): +20% ||Bonus mood for 8 days:&amp;lt;br&amp;gt;  5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +10 || If the speech is inspiring, participants may acquire [[Inspirations]] &amp;lt;br&amp;gt; The speech quality will also affect the listeners' opinions of the speaker in the same way as a leader speech, up to +40 opinion at inspirational.&amp;lt;br&amp;gt; 10 days cooldown on [[Begin Throne Speech]] ability. &amp;lt;br&amp;gt;Expected ritual duration: 2 hours &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Child birth.png|64px]] || Child birth || Loved one present: +5%&amp;lt;br&amp;gt;Mother's age (peaks at 20-30): +50%&amp;lt;br&amp;gt;Doctor's medicine skill (20): +25%&amp;lt;br&amp;gt;Indoors: +5%&amp;lt;br&amp;gt;Room cleanliness (0.6): +10%&amp;lt;br&amp;gt;Bed health effects (5): +5% || 2.5% Stillborn&amp;lt;br&amp;gt;7.5% Sick&amp;lt;br&amp;gt;90% Healthy || There is a chance the mother will die during birth: 20% at 0% quality, 5% at 20% quality and 0% above 90% quality. This is independent of the stillbirth chance.&amp;lt;br&amp;gt;A successful birth gives the mother a {{+|8}} ''[name] was born healthy'' thought for 15 days, while a stillbirth gives her a {{--|15}} ''Stillbirth'' thought for 10 days.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; See [[Reproduction#Quality]] and [[Reproduction#Outcomes]] for detail&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=124673</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=124673"/>
		<updated>2023-01-04T22:05:06Z</updated>

		<summary type="html">&lt;p&gt;Crow: &amp;quot;Social views&amp;quot; section rearranged for easier comparison.&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
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[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== General traits ==&lt;br /&gt;
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both &amp;quot;ascetic&amp;quot;, wanting a minimal bedroom, ''and'' &amp;quot;jealous&amp;quot; of those with better bedrooms).&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle ===&lt;br /&gt;
One likes what one likes...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{--|10}} [[mood]] penalty if awake during day (11:00 - 18:00)&amp;lt;br/&amp;gt;{{+|16}} mood bonus if awake during night (23:00 - 06:00)&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' No mood penalty from being in the dark&lt;br /&gt;
| -&lt;br /&gt;
| 1.3&lt;br /&gt;
|- id=&amp;quot;Undergrounder&amp;quot;&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Mood not affected by Darkness&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' No [[Outdoors]] or Space [[need]]&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Added [[Indoors (need)|Indoors]] need&amp;lt;br/&amp;gt;{{+|3}} mood when indoors / {{+|4}} when underground&amp;lt;br/&amp;gt;{{--|3}} mood when outdoors&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Nudist&amp;quot;&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| {{+|20}} mood bonus when naked&amp;lt;br/&amp;gt;{{--|3}} mood penalty for wearing any apparel, except headgear and [[utility]] items&lt;br /&gt;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{+|5}} [[mood]] bonus for being in a little [[pain]]&amp;lt;br/&amp;gt;{{+|10}} mood bonus for being in medium pain&amp;lt;br/&amp;gt;{{+|15}} mood bonus for being in severe pain&amp;lt;br/&amp;gt;{{+|20}} mood bonus for being in shock&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; id=&amp;quot;Body modder&amp;quot;&lt;br /&gt;
! Body modder&lt;br /&gt;
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] for having [[artificial body parts]]&amp;lt;br/&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br/&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| 0.9&lt;br /&gt;
|- id=&amp;quot;Body purist&amp;quot;&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.&lt;br /&gt;
| {{--|10}} to {{--|35}} [[mood]] for having [[artificial body parts]]&amp;lt;br/&amp;gt;{{--|8}} to {{--|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body modder|Body modder]]&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Gourmand&amp;quot;&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.&lt;br /&gt;
| {{++|50%}} hunger rate&amp;lt;br/&amp;gt;{{+|4}} [[Skills#Cooking|Cooking]] skill&amp;lt;br/&amp;gt;'''+/- :''' Only possible minor mental break is food binge as long as there is food in storage; can randomly change to such&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{+|5}} mood bonus for having an awful bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|5}} mood penalty for having a slightly impressive or better bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood not affected by quality of [[meal]], including [[raw food]] and [[nutrient paste meal]]s&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Minimal|Minimal]] meditation focus type {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Loses the [[Psycasts#Artistic|Artistic]] meditation focus type, if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''×50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Greedy|Greedy]]&amp;lt;br/&amp;gt;[[#Gourmand|Gourmand]]&amp;lt;br/&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 0.7&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greedy&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.&lt;br /&gt;
| {{--|8}}/{{--|8}}/{{--|8}}/{{--|6}}/{{--|4}} [[mood]] penalty for not having a bedroom of [[Room stats#Levels of impressiveness|Slightly Impressive]] or better&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br/&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Room stats#Levels of impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| {{--|8}} [[mood]] penalty for not having the best bedroom.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br/&amp;gt;[[#Greedy|Greedy]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyromaniac&amp;quot;&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. They will occasionally start fires and will never extinguish them.&lt;br /&gt;
| {{+|5}} mood bonus for having an incendiary weapon equipped&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Incapable of firefighting&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Only possible extreme mental break is fire starting spree&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Will randomly have fire starting sprees with a {{MTB}} of 50 days, regardless of mood&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''-20%''' reduction in market value&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Flame|Flame]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' No mood penalty for: Observing fresh corpses, Observing rotting corpses, Human butchering and Organ Harvesting&amp;lt;br/&amp;gt; {{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin&amp;lt;br/&amp;gt;{{+|8}} mood bonus for witnessing a stranger's death&amp;lt;br/&amp;gt;{{+|13}} mood bonus for killing strangers&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Four times as likely to start a social fight&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| ''Requires pawn to be capable of [[Violence]]''&lt;br /&gt;
| 0.8&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' No mood penalty for: Observing fresh corpses, Human butchering, Cannibalism&amp;lt;br/&amp;gt;{{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin&amp;lt;br/&amp;gt;{{+|15}} mood bonus after eating meal made with human flesh&amp;lt;br/&amp;gt;{{+|20}} mood bonus after eating raw human flesh&amp;lt;br/&amp;gt;All mood buffs stack&amp;lt;br&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
|- id=&amp;quot;Psychopath&amp;quot;&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Unburied colonists, Prisoners sold into slavery, Relatives dying, Bonded pet dying {{Check Tag|Verify|More?}} &amp;lt;br/&amp;gt; '''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :'''No mood bonuses from: Friendly chat {{Check Tag|Verify|Does this mean Kind Words?}}, Being nuzzled&amp;lt;br/&amp;gt; '''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :'''No opinion gain from friendly interactions (still loses opinion from hostile interactions)&amp;lt;br/&amp;gt; '''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&amp;lt;br/&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br/&amp;gt;{{Good|x10%}} [[Trap Spring Chance]]&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Skills#Melee|Melee]] skill&amp;lt;br/&amp;gt;{{--|4}} [[Skills#Shooting|Shooting]] skill&amp;lt;br/&amp;gt;{{+|4}} [[Melee Hit Chance]]&amp;lt;br/&amp;gt;{{--|20}} mood penalty for wielding a ranged weapon&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Disallows [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :''' Disallows Shoot Frenzy [[Inspiration]]&lt;br /&gt;
| [[#Trigger-happy|Trigger-happy]]&amp;lt;br/&amp;gt;[[#Careful shooter|Careful Shooter]]&lt;br /&gt;
&amp;lt;br/&amp;gt;[[#Wimp|Wimp]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tough&amp;quot;&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;'''x50%'''&amp;lt;/span&amp;gt; damage taken&lt;br /&gt;
| [[#Delicate|Delicate]]&lt;br /&gt;
| 1.1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wimp&amp;quot;&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;Hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize her/him.&lt;br /&gt;
| {{--|50%}} [[Pain Shock Threshold]].&amp;lt;br/&amp;gt;&lt;br /&gt;
'''-15%''' [[market value]]&amp;lt;br/&amp;gt;'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Brawler|Brawler]]&amp;lt;br/&amp;gt;[[#Masochist|Masochist]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate {{BiotechIcon}}&lt;br /&gt;
| NAME has fragile skin and bones. She/He takes more damage than other people from the same blows.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''x115%'''&amp;lt;/span&amp;gt; damage taken&lt;br /&gt;
| [[#Tough|Tough]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* and see also [[Trigger-happy]] and [[Careful shooter]], below.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
When your colonists are ''not'' fighting for their lives...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br/&amp;gt;{{++|12%}} [[Mental Break Threshold]]&amp;lt;br/&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Nerves|Nerves spectrum traits]]&amp;lt;br/&amp;gt;''Requires pawn be capable of [[Skills|Intellectual]]''&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br/&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Fast learner|Fast Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;'''x50%'''&amp;lt;/span&amp;gt; Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Tortured artist&amp;quot;&lt;br /&gt;
! Tortured artist&lt;br /&gt;
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.&lt;br /&gt;
| {{--|8}} Permanent mood&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;'''50%'''&amp;lt;/span&amp;gt; chance of receiving the [[mental inspiration]] &amp;quot;[[Inspired Creativity]]&amp;quot; after a [[mental break]] ends.&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type.{{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Sometimes tells others Kind Words&amp;lt;br/&amp;gt;{{+|5}} mood bonus for anyone who has been told Kind Words by this colonist&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Will not Slight or Insult others&amp;lt;br/&amp;gt;'''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' Opinion of other pawns not changed by beauty or on disfigured pawn&amp;lt;br/&amp;gt;'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Abrasive|Abrasive]]&amp;lt;br/&amp;gt;[[#Psychopath|Psychopath]]&lt;br /&gt;
| 2&lt;br /&gt;
|- id=&amp;quot;Abrasive&amp;quot;&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way.&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt; :'''Has a tendency to slight and insult people&amp;lt;br/&amp;gt;{{--|15%}} of the market value&amp;lt;br/&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
| ''Requires pawn be capable of [[Skills#Social|Social]].''&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Annoying voice&amp;quot;&lt;br /&gt;
! Annoying voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from other colonists&amp;lt;br/&amp;gt;'''-20%''' of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Creepy breathing&amp;quot;&lt;br /&gt;
! Creepy breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from other colonists&amp;lt;br/&amp;gt;'''-10%''' of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Misandrist&amp;quot;&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| {{--|25}} opinion of men.&lt;br /&gt;
| [[#Psychopath|Psychopath]]&lt;br /&gt;
| 0.3 for men&amp;lt;br/&amp;gt;1.7 for women&lt;br /&gt;
|- id=&amp;quot;Misogynist&amp;quot;&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| {{--|25}} opinion of women.&lt;br /&gt;
| [[#Psychopath|Psychopath]]&lt;br /&gt;
| 1.7 for men&amp;lt;br/&amp;gt;0.3 for women&lt;br /&gt;
|- id=&amp;quot;Asexual&amp;quot;&lt;br /&gt;
! Asexual&lt;br /&gt;
| NAME has no sexual attraction to anyone at all.&lt;br /&gt;
| '''+/- :''' May not have romantic relationships with people.&lt;br /&gt;
| [[#Gay|Gay]]&amp;lt;br/&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Gay&amp;quot;&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| '''+/- :''' Will only have romantic relationships with people of the same gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br/&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.3&lt;br /&gt;
|- id=&amp;quot;Bisexual&amp;quot;&lt;br /&gt;
! Bisexual&lt;br /&gt;
| NAME is romantically attracted to both men and women.&lt;br /&gt;
| '''+/- :''' Will have romantic relationships with people from either gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br/&amp;gt;[[#Gay|Gay]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Recluse&amp;quot;&lt;br /&gt;
! Recluse {{BiotechIcon}}&lt;br /&gt;
| The fewer people in NAME's faction, the happier she/he is. Being alone is best of all.&lt;br /&gt;
| Mood buff or debuff from the number of human pawns, children, guests, or prisoners in the colony. Mechanoids and pets do not count.&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Recluse Mood {{BiotechIcon}} ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Count !! Mood  !! Count !! Mood&lt;br /&gt;
|-&lt;br /&gt;
| 1|| &amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+12&amp;lt;/span&amp;gt; || 11 || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2|| &amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+8&amp;lt;/span&amp;gt; || 12 || {{--|3}}&lt;br /&gt;
|-&lt;br /&gt;
| 3|| &amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+6&amp;lt;/span&amp;gt; || 13 || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 4|| &amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt; || 15 || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 5-10|| 0 || 16+ || {{--|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Uniquely to them, Gay/Bisexual/Asexual sexuality traits are the only ones that can generate after 3 traits limit, resulting in rare pawns with 4 traits. &lt;br /&gt;
* And see also the [[Traits#Beauty|Beauty]] category of traits, below.&lt;br /&gt;
&lt;br /&gt;
== Spectrum traits ==&lt;br /&gt;
Theses are groups of related traits, that are inter-related and grouped by degree, creating a &amp;quot;spectrum&amp;quot; of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.&lt;br /&gt;
&lt;br /&gt;
=== Drug desire ===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on [[mental break|drug binges]] independent of [[mood]]. &amp;lt;!-- Dated but important to clarify that it was previously true so reliable evidence in the past doesn't show it as wrong, just since outdated. --&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Chemical fascination&amp;quot;&lt;br /&gt;
! Chemical fascination&lt;br /&gt;
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]], mood buff (up to {{+|6}}) when satisfied and mood debuff (up to {{--|12}}) when not&lt;br /&gt;
Will take drugs for [[Recreation]] regardless of [[Menus#Drug_policies|Drug policy]] and chemical need. NOTE: This only applies when a pawn are allowed recreate (e.g. not while [[Menus#Schedule|scheduled]] to Work) and to recreational drugs (i.e. all drugs except for penoxycyline and luciferium). They will otherwise follow the Drug Policy regarding drugs carried, and scheduled and addiction doses. &lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
|- id=&amp;quot;Chemical interest&amp;quot;&lt;br /&gt;
! Chemical interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]], mood buff (up to {{+|3}}) when satisfied and mood debuff (up to {{--|6}}) when not&lt;br /&gt;
Will take drugs for [[Recreation]] regardless of [[Menus#Drug_policies|Drug policy]] and chemical need. NOTE: This only applies when a pawn are allowed recreate (e.g. not while [[Menus#Schedule|scheduled]] to Work) and to recreational drugs (i.e. all drugs except for penoxycyline and luciferium). They will otherwise follow the Drug Policy regarding drugs carried, and scheduled and addiction doses. &lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
|- id=&amp;quot;Teetotaler&amp;quot;&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.&lt;br /&gt;
| Will not go on binges&lt;br /&gt;
Cannot be directed to take non-medical drugs; force administering the drug will cause a {{--|20}} mood penalty &amp;lt;br/&amp;gt;&lt;br /&gt;
{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
-5 opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
-5 opinion of all colonists without the same or industrious trait&lt;br /&gt;
|- id=&amp;quot;Lazy&amp;quot;&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| [[Global Work Speed]] {{--|20%}}&lt;br /&gt;
|- id=&amp;quot;Slothful&amp;quot;&lt;br /&gt;
! Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task.&lt;br /&gt;
| [[Global Work Speed]] {{--|35%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed traits ===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Jogger&amp;quot;&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| [[Move speed]] {{+|0.4}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Fast walker&amp;quot;&lt;br /&gt;
! Fast walker&lt;br /&gt;
| NAME likes to be where s/he's going. S/He walks quicker than most people.&lt;br /&gt;
| [[Move speed]] {{+|0.2}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Slowpoke&amp;quot;&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever s/he goes anywhere.&lt;br /&gt;
| [[Move speed]] {{--|0.2}} {{CS}}&lt;br /&gt;
Disallows [[inspiration#Go frenzy|Go Frenzy inspiration]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base mood ===&lt;br /&gt;
These traits affect the colonist's natural, constant mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| Permanent {{+|12}} mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;&amp;gt;Specific value not listed in flavor text.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HER/HIM down.&lt;br /&gt;
| Permanent {{+|6}} mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| Permanent {{--|6}} mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| Permanent {{--|12}} mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerves ===&lt;br /&gt;
These traits affect the colonist's mental break threshold.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Iron-willed&amp;quot;&lt;br /&gt;
! Iron-willed&lt;br /&gt;
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|18%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x25%'''&lt;br /&gt;
|- id=&amp;quot;Steadfast&amp;quot;&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|9%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x50%'''&lt;br /&gt;
|- id=&amp;quot;Nervous&amp;quot;&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x200%'''&lt;br /&gt;
|- id=&amp;quot;Volatile&amp;quot;&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|15%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x300%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Neurotic ===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Neurotic&amp;quot;&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
|- id=&amp;quot;Very neurotic&amp;quot;&lt;br /&gt;
! Very neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|40%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|14%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting accuracy ===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} pawn beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| '''+80%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| '''+40%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| '''-50%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| '''-100%''' [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Skills#Medicine|Medicine skill]] {{+|4}}&amp;lt;br/&amp;gt; Randomly catch diseases independently from rest of the colony, on average once every 30 days&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obsolete traits ==&lt;br /&gt;
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Fate&lt;br /&gt;
|- id=&amp;quot;Prosthophile&amp;quot;&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|14}} mood bouns for having a bionic body part &amp;lt;br/&amp;gt;{{--|4}} mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by [[#Transhumanist|Transhumanist]]&lt;br /&gt;
|- id=&amp;quot;Prosthophobe&amp;quot;&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| {{--|10}} mood penalty for having a bionic body part&lt;br /&gt;
| Transhumanist&lt;br /&gt;
| Replaced by [[#Body purist|Body purist]]&lt;br /&gt;
|- id=&amp;quot;Green thumb&amp;quot;&lt;br /&gt;
! Green thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| {{+|1}} mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;color:forestgreen&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt; :''' No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by [[#Undergrounder|Undergrounder]]&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; &lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] bonus for having [[artificial body parts]]&amp;lt;br/&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br/&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| Replaced by [[#Body modder|Body modder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Traits hidden as they did nothing.  &lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Brawler, prosthophile, and more added.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Teetotaller and Chemical Fascination traits added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Greedy, Jealous, Ascetic, Night Owl traits added.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Wimp trait added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Asexual trait added&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed &amp;quot;''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''&amp;quot; -&amp;gt; ''&amp;quot;NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - [[Ascetic]]s no longer get a negative mood debuff when eating nutrient paste meals.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rituals&amp;diff=124664</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rituals&amp;diff=124664"/>
		<updated>2023-01-04T18:00:17Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page. }}&lt;br /&gt;
{{Image wanted}}&lt;br /&gt;
'''Rituals''' are options for [[ideoligions]]. They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|-&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|-&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|-&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Duelists must be [[Incapable|capable]] of violence Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- &lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for 15 days for the purpose of arrest, banishment, and executions. If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- &lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| || Bestowing Ceremony || Participant count (24): +60%&amp;lt;br&amp;gt;Room Impressiveness (170): +40% ||Bonus mood for 6 days:&amp;lt;br&amp;gt;  5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Honourable: +3&amp;lt;br&amp;gt;20% Grandiose: +6 || Bonus honor based on number of gathered spectators{{Check Tag|Verify|Based on in-game description}}. The bonus does not depend on outcome quality. Provides 1-3 honor {{Check Tag|Verify|Provide exact values}} &amp;lt;br&amp;gt; Requires [[Quests#.3CPAWN_NAME.3E.27s_.3CNEW_TITLE.3E_Ceremony|New title's ceremony quest]] to start. &lt;br /&gt;
|-&lt;br /&gt;
| || Throne Speech || Participant count (10): +40%&amp;lt;br&amp;gt;Organizer's social impact(150%): +40%{{Check Tag|Verify|Guessing based on few in-game observations and other rituals}}  &amp;lt;br&amp;gt;Room Impressiveness (120): +20% ||Bonus mood for 8 days:&amp;lt;br&amp;gt;  5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +10 || If the speech is inspiring, participants may acquire [[Inspirations]] &amp;lt;br&amp;gt; The speech quality will also affect the listeners' opinions of the speaker, up to +40 opinion at inspirational{{Check Tag|Verify|Probably same values as Leader's Speech}}.&amp;lt;br&amp;gt; 10 days cooldown on [[Begin Throne Speech]] ability. &amp;lt;br&amp;gt;Expected ritual duration: 2 hours &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Childbirth ritual goes here}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Funeral ==&lt;br /&gt;
This is the only ritual involving the (possible) non-player caused death. It is generally considered the worst ritual, as it requires the death of a pawn - an expensive cost when other rituals are available with the same effects.&lt;br /&gt;
== Social festival ==&lt;br /&gt;
== Dance party ==&lt;br /&gt;
This is tied with &amp;quot;drum party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
== Drum party ==&lt;br /&gt;
This is tied with &amp;quot;dance party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
== Skylantern festival ==&lt;br /&gt;
== Christmas tree ==&lt;br /&gt;
== Symbol burning ==&lt;br /&gt;
== Smokeleaf circle ==&lt;br /&gt;
== Cannibal feast ==&lt;br /&gt;
== Scarification ==&lt;br /&gt;
== Blinding ceremony ==&lt;br /&gt;
== Animal sacrifice ==&lt;br /&gt;
== Gladiator duel ==&lt;br /&gt;
&amp;lt;summary stuff here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can drug the fighter with go-juice or yayo to make them fight till death and thus improve the outcome.&lt;br /&gt;
&lt;br /&gt;
== Prisoner execution ==&lt;br /&gt;
== Trial ==&lt;br /&gt;
== Conversion ritual ==&lt;br /&gt;
== Tree connection ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rituals&amp;diff=124660</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rituals&amp;diff=124660"/>
		<updated>2023-01-04T17:37:52Z</updated>

		<summary type="html">&lt;p&gt;Crow: Biotech stub section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Image wanted}}&lt;br /&gt;
'''Rituals''' are options for [[ideoligions]]. They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|-&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|-&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|-&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Duelists must be [[Incapable|capable]] of violence Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- &lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for 15 days for the purpose of arrest, banishment, and executions. If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- &lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| || Bestowing Ceremony || Participant count (24): +60%&amp;lt;br&amp;gt;Room Impressiveness (170): +40% ||Bonus mood for 6 days:&amp;lt;br&amp;gt;  5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Honourable: +3&amp;lt;br&amp;gt;20% Grandiose: +6 || Bonus honor based on number of gathered spectators{{Check Tag|Verify|Based on in-game description}}. The bonus does not depend on outcome quality. Provides 1-3 honor {{Check Tag|Verify|Provide exact values}} &amp;lt;br&amp;gt; Requires [[Quests#.3CPAWN_NAME.3E.27s_.3CNEW_TITLE.3E_Ceremony|New title's ceremony quest]] to start. &lt;br /&gt;
|-&lt;br /&gt;
| || Throne Speech || Participant count (10): +40%&amp;lt;br&amp;gt;Organizer's social impact(150%): +40%{{Check Tag|Verify|Guessing based on few in-game observations and other rituals}}  &amp;lt;br&amp;gt;Room Impressiveness (120): +20% ||Bonus mood for 8 days:&amp;lt;br&amp;gt;  5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +10 || If the speech is inspiring, participants may acquire [[Inspirations]] &amp;lt;br&amp;gt; The speech quality will also affect the listeners' opinions of the speaker, up to +40 opinion at inspirational{{Check Tag|Verify|Probably same values as Leader's Speech}}.&amp;lt;br&amp;gt; 10 days cooldown on [[Begin Throne Speech]] ability. &amp;lt;br&amp;gt;Expected ritual duration: 2 hours &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Childbirth ritual goes here}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Funeral ==&lt;br /&gt;
This is the only ritual involving the (possible) non-player caused death. It is generally considered the worst ritual, as it requires the death of a pawn - an expensive cost when other rituals are available with the same effects.&lt;br /&gt;
== Social festival ==&lt;br /&gt;
== Dance party ==&lt;br /&gt;
This is tied with &amp;quot;drum party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
== Drum party ==&lt;br /&gt;
This is tied with &amp;quot;dance party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
== Skylantern festival ==&lt;br /&gt;
== Christmas tree ==&lt;br /&gt;
== Symbol burning ==&lt;br /&gt;
== Smokeleaf circle ==&lt;br /&gt;
== Cannibal feast ==&lt;br /&gt;
== Scarification ==&lt;br /&gt;
== Blinding ceremony ==&lt;br /&gt;
== Animal sacrifice ==&lt;br /&gt;
== Gladiator duel ==&lt;br /&gt;
&amp;lt;summary stuff here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can drug the fighter with go-juice or yayo to make them fight till death and thus improve the outcome.&lt;br /&gt;
&lt;br /&gt;
== Prisoner execution ==&lt;br /&gt;
== Trial ==&lt;br /&gt;
== Conversion ritual ==&lt;br /&gt;
== Tree connection ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rituals&amp;diff=124659</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rituals&amp;diff=124659"/>
		<updated>2023-01-04T17:33:22Z</updated>

		<summary type="html">&lt;p&gt;Crow: Royalty rituals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Image wanted}}&lt;br /&gt;
'''Rituals''' are options for [[ideoligions]]. They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual funeral.png|64px]] || Funeral || Participant count (10): +70%&amp;lt;br&amp;gt;Moral guide present: +30% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Lackluster: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Heartwarming: +8 || If there is no corpse in the grave or sarcophagus, the ritual quality is only increased by 20% by the presence of the moral guide, and only by 60% by a full participant count.&lt;br /&gt;
|-&lt;br /&gt;
| || Social Festival || Participant count (10): +25%&amp;lt;br&amp;gt;Leader present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +20%&amp;lt;br&amp;gt;Seats for everyone: +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| &lt;br /&gt;
|-&lt;br /&gt;
| || Dance party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at lightball: +20%&amp;lt;br&amp;gt;Active loudspeakers (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to non-tribals.&lt;br /&gt;
|-&lt;br /&gt;
| || Drum party || Participant count (10): +30%&amp;lt;br&amp;gt;Started at campfire: 20%&amp;lt;br&amp;gt;Drums (6): +30%&amp;lt;br&amp;gt;Room Impressiveness (120): +20%|| 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +8&amp;lt;br&amp;gt;20% Unforgettable: +16|| If the party is fun or unforgettable, there is a chance&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; that all participants will get +20% [[Global Work Speed]] for 24h. Only available to tribals.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual skylantern festival.png|64px]] || Skylantern festival ||  Participant count (10): +100% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Beautiful: +6&amp;lt;br&amp;gt;20% Unforgettable: +10|| Each participant makes a skylantern out of {{icon small|wood}} 4 [[wood]]. If the festival is beautiful or unforgettable, friendly visitors might see them and arrive with a gift.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| || Christmas tree&amp;lt;br&amp;gt;Symbol burning&amp;lt;br&amp;gt;Smokeleaf circle&amp;lt;br&amp;gt;Cannibal feast || Participant count (10): +80%&amp;lt;br&amp;gt;Room Impressiveness (120): +20% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Fun: +5&amp;lt;br&amp;gt;20% Unforgettable: +8||Destroys the ritual target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual scarification.png|64px]] || Scarification || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Scarifies the subject. Only available with the Pain is Virtue meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual blinding.png|64px]] || Blinding ceremony || Participant count (10): +25%&amp;lt;br&amp;gt; Moral guide present: +20%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +20%|| 5% Terrible: -2&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +1&amp;lt;br&amp;gt;20% Spectacular: +3||Blinds the subject. If the ceremony is satisfying or spectacular, the blinded person may get a [[psycasts|psylink]] upgrade or unlock a new psychic power.&amp;lt;sup&amp;gt;probability?&amp;lt;/sup&amp;gt; Only available with the Blindsight meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual animal sacrifice.png|64px]] || Animal sacrifice || Participant count (10): +25%&amp;lt;br&amp;gt;Moral guide present: +25%&amp;lt;br&amp;gt;Started at altar: +20%&amp;lt;br&amp;gt;Lectern used: +15%&amp;lt;br&amp;gt;Seats for everyone: +15% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Satisfying: +5&amp;lt;br&amp;gt;20% Spectacular: +8|| If the sacrifice is satisfying or spectacular, there is a 5% (satisfying) or 10% (spectacular) chance that a random participant gains an [[inspiration]]. Only available with the Human Primacy meme.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ritual gladiator duel.png|64px]] || Gladiator duel || Participant count (10): +20%&amp;lt;br&amp;gt;Leader present: +20%&amp;lt;br&amp;gt;Duelist dies: +100%&amp;lt;br&amp;gt;Weapon used: +60% || 5% Terrible: -3&amp;lt;br&amp;gt;15% Boring: -1&amp;lt;br&amp;gt;60% Good: +5&amp;lt;br&amp;gt;20% Unforgettable: +8|| The two necessary escorts count towards the participant count. Spectators gain 1000 melee experience, gain a mood boost&amp;lt;sup&amp;gt;separate from the usual mood boost?&amp;lt;/sup&amp;gt;, and fill their recreation bars.&amp;lt;sup&amp;gt;verify&amp;lt;/sup&amp;gt; The duelists also gain the mood effect from ritual quality. Duelists must be [[Incapable|capable]] of violence Only available with the Pain is Virtue, Cannibal, Supremacist, or Raider memes.&lt;br /&gt;
|- &lt;br /&gt;
|  [[File:Ritual public execution.png|64px]] || Prisoner execution || Participant count (10): +80%&amp;lt;br&amp;gt;Started at altar: +20% || 15% Awkward: -1&amp;lt;br&amp;gt;65% Satisfying: +6&amp;lt;br&amp;gt;20% Spectacular: +8 || Participating [[slaves]] are fully suppressed. Can be performed by all ideologions.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:LeaderSpeech.png|64px]] || Leader speech || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20&amp;lt;br&amp;gt;Leader's Social Impact (150%): +40% || 5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +8 || The speech quality will also affect the listeners' opinions of the leader, with a terrible speech resulting in a -30 opinion, an uninspiring speech resulting in a -15 opinion, an encouraging speech in a +20 opinion, and an inspirational speech in a +40 opinion.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Trial.png|64px]] || Trial || Participant count (20): +60%&amp;lt;br&amp;gt;Leader's Negotiation Ability * 0.25&amp;lt;br&amp;gt;Defendant's Negotiation Ability * -0.25|| 50% Exonerated&amp;lt;br&amp;gt;50% Convicted || If the defendant is convicted, they are considered guilty for 15 days for the purpose of arrest, banishment, and executions. If the defendant has a mental break during the trial, their [[Negotiation Ability]] is effectively set to 0.&lt;br /&gt;
|- &lt;br /&gt;
| [[File:ConversionRitual.png|64px]] || Conversion ritual || Participant count (10): +40%&amp;lt;br&amp;gt;Room impressiveness (120): +20%&amp;lt;br&amp;gt;Moral guide's Social Impact (150%): +30%&amp;lt;br&amp;gt;Convertee's Expectations (Very Low): +10%, (Sky High): -30%|| 5% Terrible&amp;lt;br&amp;gt;15% Ineffective&amp;lt;br&amp;gt;60% Effective: +3&amp;lt;br&amp;gt;20% Masterful: +6 || The convertee's certainty is offset by an amount depending on ritual quality: terrible: +20%; ineffective: +12%; effective: -30%; masterful: -100%.&lt;br /&gt;
|- &lt;br /&gt;
| || Tree connection || Participant count (10): +100% ||  || The connector will start with 25-45% connection strength, depending on ritual quality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Ritual !! Factors !! Outcomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| || Bestowing Ceremony || Participant count (24): +60%&amp;lt;br&amp;gt;Room Impressiveness (170): +40% ||Bonus mood for 6 days:&amp;lt;br&amp;gt;  5% Terrible: -3&amp;lt;br&amp;gt;15% Unimpressive: -1&amp;lt;br&amp;gt;60% Honourable: +3&amp;lt;br&amp;gt;20% Grandiose: +6 || Bonus honor based on number of gathered spectators{{Check Tag|Verify|Based on in-game description}}. The bonus does not depend on outcome quality. Provides 1-3 honor {{Check Tag|Verify|Provide exact values}} &amp;lt;br&amp;gt; Requires [[Quests#.3CPAWN_NAME.3E.27s_.3CNEW_TITLE.3E_Ceremony|New title's ceremony quest]] to start. &lt;br /&gt;
|-&lt;br /&gt;
| || Throne Speech || Participant count (10): +40%&amp;lt;br&amp;gt;Organizer's social impact(150%): +40%{{Check Tag|Verify|Guessing based on few in-game observations and other rituals}}  &amp;lt;br&amp;gt;Room Impressiveness (120): +20% ||Bonus mood for 8 days:&amp;lt;br&amp;gt;  5% Terrible: -8&amp;lt;br&amp;gt;15% Uninspiring: -4&amp;lt;br&amp;gt;60% Encouraging: +5&amp;lt;br&amp;gt;20% Inspirational: +10 || If the speech is inspiring, participants may acquire [[Inspirations]] &amp;lt;br&amp;gt; The speech quality will also affect the listeners' opinions of the speaker, up to +40 opinion at inspirational{{Check Tag|Verify|Probably same values as Leader's Speech}}.&amp;lt;br&amp;gt; 10 days cooldown on [[Begin Throne Speech]] ability. &amp;lt;br&amp;gt;Expected ritual duration: 2 hours &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Funeral ==&lt;br /&gt;
This is the only ritual involving the (possible) non-player caused death. It is generally considered the worst ritual, as it requires the death of a pawn - an expensive cost when other rituals are available with the same effects.&lt;br /&gt;
== Social festival ==&lt;br /&gt;
== Dance party ==&lt;br /&gt;
This is tied with &amp;quot;drum party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
== Drum party ==&lt;br /&gt;
This is tied with &amp;quot;dance party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
== Skylantern festival ==&lt;br /&gt;
== Christmas tree ==&lt;br /&gt;
== Symbol burning ==&lt;br /&gt;
== Smokeleaf circle ==&lt;br /&gt;
== Cannibal feast ==&lt;br /&gt;
== Scarification ==&lt;br /&gt;
== Blinding ceremony ==&lt;br /&gt;
== Animal sacrifice ==&lt;br /&gt;
== Gladiator duel ==&lt;br /&gt;
&amp;lt;summary stuff here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can drug the fighter with go-juice or yayo to make them fight till death and thus improve the outcome.&lt;br /&gt;
&lt;br /&gt;
== Prisoner execution ==&lt;br /&gt;
== Trial ==&lt;br /&gt;
== Conversion ritual ==&lt;br /&gt;
== Tree connection ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=124623</id>
		<title>Move Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=124623"/>
		<updated>2023-01-04T14:01:00Z</updated>

		<summary type="html">&lt;p&gt;Crow: Burka comes from Ideology dlc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|1.3.3387}}{{Stat&lt;br /&gt;
| default base value = 3.0&lt;br /&gt;
| to string style = FloatTwo&lt;br /&gt;
| description = Speed of movement in cells per second (c/s).&lt;br /&gt;
}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}} c/s.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
{{Stub|section=1|reason=How does Age/Childhood{{BiotechIcon}} affect stat? [[Glucosoid pump]]. UV sensitivity genes. Check order of operations of each BEFORE adding}}&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.&lt;br /&gt;
* '''Traits'''&lt;br /&gt;
** [[Traits#Jogger|Jogger]]: {{+|0.4 c/s}}&lt;br /&gt;
** [[Traits#Fast walker|Fast walker]]: {{+|0.2 c/s}}&lt;br /&gt;
** [[Traits#Slowpoke|Slowpoke]]: {{--|0.2 c/s}}&lt;br /&gt;
* '''Gear'''&lt;br /&gt;
** [[Minigun]]: {{--|0.25 c/s}}&lt;br /&gt;
** [[Plate armor]]: {{--|0.8 c/s}}&lt;br /&gt;
** [[Flak vest]]: {{--|0.12 c/s}}&lt;br /&gt;
** [[Flak pants]]: {{--|0.12 c/s}}&lt;br /&gt;
** [[Flak jacket]]: {{--|0.12 c/s}}&lt;br /&gt;
** [[Marine armor]]: {{--|0.4 c/s}}&lt;br /&gt;
** [[Burka]] {{IdeologyIcon}}: {{--|0.4 c/s}}&lt;br /&gt;
** [[Grenadier armor]] {{RoyaltyIcon}}: {{--|0.4 c/s}}&lt;br /&gt;
** [[Prestige marine armor]] {{RoyaltyIcon}}: {{--|0.4 c/s}}&lt;br /&gt;
** [[Cataphract armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}&lt;br /&gt;
** [[Phoenix armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}&lt;br /&gt;
** [[Prestige cataphract armor]] {{RoyaltyIcon}}: {{--|0.8 c/s}}&lt;br /&gt;
* '''Genes''' {{BiotechIcon}}&lt;br /&gt;
** [[Genes#Very fast runner|Very fast runner]] {{BiotechIcon}}: {{+|0.4 c/s}}&lt;br /&gt;
** [[Genes#Fast runner|Fast runner]] {{BiotechIcon}}: {{+|0.2 c/s}}&lt;br /&gt;
** [[Genes#Slow runner|Slow runner]] {{BiotechIcon}}: {{--|0.2 c/s}}&lt;br /&gt;
** [[Genes#Naked speed|Naked speed]] {{BiotechIcon}}: &lt;br /&gt;
*** Unclothed: {{+|0.1 c/s}}&lt;br /&gt;
*** Clothed: {{--|0.2 c/s}}&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
The following factors are applied after the ''Offsets''.&lt;br /&gt;
* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 311%).&lt;br /&gt;
* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): '''×140%'''&lt;br /&gt;
* '''[[Light]]''': '''Up to ×80%''' for light values of less than 30%. Blind and darkness-preferring{{IdeologyIcon}} humans are unaffected.&lt;br /&gt;
&lt;br /&gt;
=== External factors ===&lt;br /&gt;
{{stub|section=1|reason=Path cost mechanics}}&lt;br /&gt;
The following factors do not show up in the pawn stat GUI and are applied after the ''Post factors''.&lt;br /&gt;
* '''[[Floors]]''' and '''[[Terrain]]'''&lt;br /&gt;
** Chest-deep moving water: '''×22%'''&lt;br /&gt;
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''&lt;br /&gt;
** Marshy soil: '''×46%'''&lt;br /&gt;
** Mud, Soft sand and Ice: '''×52%'''&lt;br /&gt;
** Sand: '''×76%'''&lt;br /&gt;
** Lichen-covered soil: '''×81%'''&lt;br /&gt;
** Soil, Stony soil, Rich soil, [[Rough stone]] and [[Rough-hewn stone]]: '''×87%'''&lt;br /&gt;
** [[Straw matting]]: '''×93%'''&lt;br /&gt;
* '''[[Snow]]'''&lt;br /&gt;
** Thin: '''×76%'''&lt;br /&gt;
** Medium: '''×62%'''&lt;br /&gt;
** Thick: '''×52%'''&lt;br /&gt;
* '''[[Weather]]'''&lt;br /&gt;
** Rain and Foggy rain: '''×90%'''&lt;br /&gt;
** Rainy thunderstorm and Hard snow: '''×80%'''&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
{{Rewrite|section=1|reason=Genes}}&lt;br /&gt;
[[File:Maximum move speed vs normal.mp4|right|thumb|Maximum speed of 29.61 c/s vs base speed of 4.6 c/s ]]&lt;br /&gt;
Moving speed of a particular pawn can be calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = (Base value + Offsets) × Factors × External factors&lt;br /&gt;
&lt;br /&gt;
Let us calculate how fast a human could possibly go. It would have the following values:&lt;br /&gt;
* Base value: '''{{Q|human|Move Speed Base}} c/s'''&lt;br /&gt;
* Offset: {{+|0.4 c/s}} ([[Traits#Jogger|Jogger]] trait) &lt;br /&gt;
* Factors:&lt;br /&gt;
** Moving capacity: '''×423%''' ([[Fibrous mechanites]], [[Psycasts#Focus|Focus]] psycast, [[bionic heart]], two [[archotech leg]]s, high on [[luciferium]], [[go-juice]], [[wake-up]] and [[yayo]]&amp;lt;ref&amp;gt;Be aware that it is not possible to achieve this speed in a short time as 3 hard drugs have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. 0.042 Overdose Severity is lost every hour so you would need to wait 1 to 6-hours between drugs.&amp;lt;/ref&amp;gt;, equipped with [[Persona weapon#Fast mover|Fast mover]] persona weapon {{RoyaltyIcon}}).&lt;br /&gt;
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''&lt;br /&gt;
* External factor: '''×100%'''&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = ({{Q|human|Move Speed Base}} c/s + 0.4 c/s) × (4.23 × 1.4) × 1 = '''{{#expr: ({{Q|human|Move Speed Base}}+0.4)*4.23*1.4 round2}} c/s'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quality&amp;diff=115828</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quality&amp;diff=115828"/>
		<updated>2022-11-03T18:34:18Z</updated>

		<summary type="html">&lt;p&gt;Crow: syntax&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;
{{Stat|description = An item's quality is how well-made it is.}}&lt;br /&gt;
&lt;br /&gt;
Many [[Skills#Crafting|crafted]] items and some [[Skills#Construction|structures]] have a stat called ''quality''.  This stat influences various attributes of the item, according to the tables below.&lt;br /&gt;
&lt;br /&gt;
== Effects of quality ==&lt;br /&gt;
===General===&lt;br /&gt;
Effects that are common to several, or all, types of object.&lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Beauty&amp;lt;br&amp;gt;Factor{{ref label|Negative Beauty|A}} !!  Market Value&amp;lt;br&amp;gt;Factor !! Deterioration Rate&amp;lt;br&amp;gt;Factor !! Psychic Sensitivity&amp;lt;br&amp;gt;Offset Factor {{RoyaltyIcon}} {{ref label|Psychic Sensitivity Offset|B}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Awful      &lt;br /&gt;
| -0.1 || 0.50           || 2.00 || 0.50&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Poor       &lt;br /&gt;
| 0.5 || 0.75            || 1.50 || 0.66&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Normal     &lt;br /&gt;
| 1.0 || 1.00            || 1.00 || 0.83&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Good       &lt;br /&gt;
| 2.0 || 1.25 (max +500) || 0.80 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Excellent  &lt;br /&gt;
| 3.0 ||  1.5 (max +1000) || 0.60 || 1.16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Masterwork &lt;br /&gt;
| 5.0 || 2.5 (max +2000)  || 0.30 || 1.32&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |[[#Legendary items|Legendary]]&lt;br /&gt;
| 8.0 ||  5 (max +3000)   || 0.10 || 1.50&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Negative Beauty|A}} This multiplier will not be applied to negative beauty scores.&lt;br /&gt;
:{{note|Psychic Sensitivity Offset|B}} This only applies to items with a buff specifically noted as a &amp;quot;Psychic Sensitivity Offset&amp;quot;, such as an [[eltex helmet]] {{royaltyIcon}}, not items that just offset [[psychic sensitivity]], like the [[psychic foil helmet]] or [[prestige marine armor]] {{royaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Note that [[market value]]s above 200 and [[beauty]] above 100 will be rounded to nearest 5. See respective pages for more detail on rounding. &lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to [[weapons]], both ranged and melee. &lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Melee Damage&amp;lt;br&amp;gt;Factor !! Melee AP&amp;lt;br&amp;gt;Factor !! Ranged Accuracy&amp;lt;br&amp;gt;Factor !! Ranged Damage&amp;lt;br&amp;gt;Factor !! Ranged AP&amp;lt;br&amp;gt;Factor&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Awful      &lt;br /&gt;
| 0.80 || 0.80 || 80% || 90% || 90% &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Poor       &lt;br /&gt;
| 0.90 || 0.90 || 90% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Normal     &lt;br /&gt;
| 1.00 || 1.00 || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Good       &lt;br /&gt;
| 1.10 || 1.10 || 110% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Excellent  &lt;br /&gt;
|1.20  ||1.20  || 120% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Masterwork &lt;br /&gt;
| 1.45 || 1.45 || 135%  || 125% || 125%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Legendary  &lt;br /&gt;
| 1.65 || 1.65 || 150%  || 150% || 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Apparel and Utility===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to [[apparel]] and [[utility]] items.&lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Protection&amp;lt;br&amp;gt;Factor !! Insulation&amp;lt;br&amp;gt;Factor !! Smokepop Pack&amp;lt;br&amp;gt;Radius Factor !! Shield Max&amp;lt;br&amp;gt;Energy Factor !! Shield Recharge&amp;lt;br&amp;gt;Rate Factor !! Jump Range&amp;lt;br&amp;gt;Factor {{RoyaltyIcon}} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Awful      &lt;br /&gt;
| 0.60 || 0.80 || 0.84 || 0.60 || 0.90 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Poor       &lt;br /&gt;
| 0.80 || 0.90 || 0.92 || 0.80 || 0.95 || 0.90&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Normal     &lt;br /&gt;
| 1.00 || 1.00 || 1.00 || 1.00 || 1.00 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Good       &lt;br /&gt;
| 1.15 || 1.10 || 1.08 || 1.20 || 1.05 || 1.06&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Excellent  &lt;br /&gt;
| 1.30 || 1.20 || 1.16 || 1.40 || 1.10 || 1.13&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Masterwork &lt;br /&gt;
| 1.45 || 1.50 || 1.30 || 1.70 || 1.20 || 1.19&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Legendary  &lt;br /&gt;
| 1.80 || 1.80 || 1.50 || 2.10 || 1.30 || 1.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Structures===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to structures.&lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Comfort&amp;lt;br&amp;gt;Factor !! Rest Effectiveness &amp;lt;br&amp;gt;Factor !! Surgery Success&amp;lt;br&amp;gt;Chance Factor!! Recreation Power &amp;lt;br&amp;gt;Factor !! Meditation Psyfocus&amp;lt;br&amp;gt;Bonus {{RoyaltyIcon}} {{ref label|Meditation Bonus|A}} !! Meditation Psyfocus&amp;lt;br&amp;gt;Bonus Offset {{RoyaltyIcon}} {{ref label|Meditation Bonus|A}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Awful      &lt;br /&gt;
| 0.76 || 0.86 || 0.90 || 0.76 || +12% || +0%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Poor       &lt;br /&gt;
| 0.88 || 0.92 || 0.95 || 0.88 || +16% || +0%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Normal     &lt;br /&gt;
| 1.00 || 1.00 || 1.00 || 1.00 || +20% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Good       &lt;br /&gt;
| 1.12 || 1.08 || 1.05 || 1.12 || +22% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Excellent  &lt;br /&gt;
| 1.24 || 1.14 || 1.10 || 1.24 || +24% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Masterwork &lt;br /&gt;
| 1.45 || 1.25 || 1.15 || 1.40 || +26% || +2%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Legendary  &lt;br /&gt;
| 1.70 || 1.60 || 1.30 || 1.80 || +28% || +2%&lt;br /&gt;
|}&lt;br /&gt;
:{{note||Meditation Bonus|A}} Only applies to [[Sculptures]]. Note that this is NOT a factor, but instead a flat bonus.&lt;br /&gt;
&lt;br /&gt;
=== At higher quality levels ===&lt;br /&gt;
&lt;br /&gt;
If a crafted or built item is at least ''excellent'', a piece of random artwork will be engraved on it.  This is only meant to add depth and has no further effect. Clothing will not have this artwork.&lt;br /&gt;
&lt;br /&gt;
If a crafted or built item is ''masterwork'', there will be a simple text notification at the top of the screen saying that a colonist has crafted a masterwork item. However, if the item is ''[[Quality#Legendary items|legendary]]'', there will be a proper notification letter.&lt;br /&gt;
&lt;br /&gt;
Masterwork and legendary items never generate on enemies, and legendary items are never sold by traders or in bases.{{Check Tag|Verify/Detail}}  They are only available through player creation or as quest rewards, though masterwork items can be bought and spawn in [[Ancient shrine|ancient shrine]]s.&lt;br /&gt;
&lt;br /&gt;
== How quality is determined ==&lt;br /&gt;
When an item requiring a quality is crafted or built, that is, when crafting ''finishes'', the quality is randomly determined using a standard distribution.  Expected values by skill level of the crafter are given in the table below.&lt;br /&gt;
&lt;br /&gt;
* The column &amp;quot;Avg. Result&amp;quot; shows the mean quality for each skill level, where awful = 0, poor = 1, normal = 2, etc.  The mean quality becomes &amp;quot;normal&amp;quot; at skill level 6, however already at skill level 4 the character will have a 50% chance to craft something that is at least of &amp;quot;normal&amp;quot; quality (median quality).&lt;br /&gt;
* The &amp;quot;Avg. Value&amp;quot; column gives the average market value multiplier for that skill level.  At skill level 6 you can expect a character to stop wasting material value from crafting.&lt;br /&gt;
&lt;br /&gt;
As quality is rolled once an object is finished, it is possible to have builders work on something until it is almost done, then have the master finish it to get a better quality on the item. This tactic is particularly useful for high work buildings such as [[royal bed]]s, as it both alleviates the high workload on the good builder and allows their &amp;quot;apprentice&amp;quot; to grind experience. Note however, that as crafted items and art assign &amp;quot;authors&amp;quot; to the unfinished work, this strategy cannot be used for those items.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.65% || 30.16% || 4.98% || 0.21% || 0.00% || 0.00% || 0.41 || style=&amp;quot;background-color:#F8696B;&amp;quot; | x0.60&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.44% || 43.56% || 12.11% || 0.87% || 0.02% || 0.00% || 0.70 || style=&amp;quot;background-color:#F98283;&amp;quot; | x0.68&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.28% || 53.18% || 23.52% || 2.93% || 0.09% || 0.00% || 1.09 || style=&amp;quot;background-color:#FA9B9C;&amp;quot; | x0.77&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.14% || 50.76% || 33.39% || 6.41% || 0.29% || 0.00% || 1.38 || style=&amp;quot;background-color:#FBB4B5;&amp;quot; | x0.84&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.81% || 45.18% || 39.40% || 10.0% || 0.61% || 0.01% || 1.56 || style=&amp;quot;background-color:#FCCDCD;&amp;quot; | x0.89&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.26% || 34.73% || 47.14% || 14.66% || 1.20% || 0.01% || 1.78|| style=&amp;quot;background-color:#FDE6E6;&amp;quot; | x0.94&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.24% || 52.15% || 20.39% || 2.21% || 0.03% || 1.99 || x1.00&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.51% || 53.32% || 26.84% || 3.87% || 0.07% || 2.19 || style=&amp;quot;background-color:#F3FAF5;&amp;quot; | x1.05&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.01% || 50.76% || 33.52% || 6.43% || 0.15% || 2.38 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.06% || 5.59% || 46.97% || 38.17% || 8.94% || 0.26% || 2.51 || style=&amp;quot;background-color:#DDF1E2;&amp;quot; | x1.13&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.15% || 43.84% || 12.21% || 0.45% || 2.66 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.17&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.01% || 1.86% || 32.17% || 49.06% || 16.14% || 0.76% || 2.82 || style=&amp;quot;background-color:#C7E7CF;&amp;quot; | x1.21&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 1.00% || 24.58% || 52.66% || 20.57% || 1.19% || 2.96 || style=&amp;quot;background-color:#BCE3C6;&amp;quot; | x1.25&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.99% || 53.88% || 23.88% || 1.62% || 3.06 || style=&amp;quot;background-color:#B1DEBD;&amp;quot; | x1.28&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.40% || 15.82% || 54.27% || 27.35% || 2.15% || 3.15 || style=&amp;quot;background-color:#A5D9B3;&amp;quot; | x1.30&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.24% || 12.29% || 53.84% || 30.78% || 2.85% || 3.24 || style=&amp;quot;background-color:#9AD5AA;&amp;quot; | x1.33&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.14% || 9.28% || 52.38% || 34.53% || 3.67% || 3.32 || style=&amp;quot;background-color:#8FD0A0;&amp;quot; | x1.36&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.91% || 50.3% || 37.93% || 4.77% || 3.40 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.39&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 5.00% || 47.67% || 41.23% || 6.06% || 3.48 || style=&amp;quot;background-color:#79C78D;&amp;quot; | x1.42&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.03% || 3.54% || 42.73% || 46.04% || 7.67% ||3.58 ||style=&amp;quot;background-color:#6EC284;&amp;quot; | x1.45&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.4% || 50.56% || 9.58% || 3.67|| style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.49&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 1333 {{icon small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
== Legendary items ==&lt;br /&gt;
'''Legendary''' items can ''not'' be made naturally, even by a level 20 craftsman - they require external modifiers to quality. In core RimWorld, legendary items can only be made with the [[mental inspiration]] ''[[Mental inspiration#Inspired creativity|Inspired Creativity]]''. Alternatively, [[Ideoligion#Production specialist|Production specialists]] in the [[Ideology DLC]]{{IdeologyIcon}} adds the chance to get to get &amp;quot;legendary&amp;quot; items without an inspiration. See [[#Production specialists|below]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
When a pawn is granted the ''Inspired Creativity'' inspiration, the next item, structure or piece of art with a quality level will automatically be two levels higher – thus, if &amp;quot;excellent&amp;quot; or &amp;quot;masterwork&amp;quot; is rolled, a ''legendary'' item is produced instead.  Even the most capable crafters have only a 60% chance per inspiration to produce a ''legendary'' item. &lt;br /&gt;
&lt;br /&gt;
''Inspired creativity'' makes it impossible to craft an item of ''poor'' or ''awful'' quality; at least ''normal'' will be rolled, even at 0 skill level.&lt;br /&gt;
&lt;br /&gt;
Since the inspiration takes effect only when the item is finished, it is useful to raise the skill level of the ''inspired'' person as high as possible before actually producing an item; for example you can train ''crafting'' on several items that do not have the ''quality'' stat (eg. [[component]]s or bionic body parts) before using up the inspiration.&lt;br /&gt;
&lt;br /&gt;
It is also possible to keep an unfinished item in stock, and wait for an ''inspiration'' to occur before actually finishing it; this will still reap the full effect, without requiring you to dedicate a lot of work during the 8-day time window of the inspiration.  This strategy is particularly useful for work intensive projects that are always in demand (eg. [[marine armor]] or a [[grand sculpture]])&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Trait#Tortured artist|Tortured artist trait]] can be purposefully given mental breaks by giving them poor treatment such as awful bedrooms or nutrient paste to intentionally trigger Inspired Creativity inspirations. Similarly, if the [[Royalty DLC]] is enabled, the use of the [[Psycasts#Word of inspiration|Word of Inspiration psycast]] can be used to generate more creativity inspirations, though other inspirations may be granted instead. Otherwise, keeping pawns in high moods is the only way to increase inspiration frequency.&lt;br /&gt;
&lt;br /&gt;
====Quality with Inspired Creativity====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.65% || 30.16% || 4.98% || 0.21% || 0.00% || 2.41 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.44% || 43.56% || 12.11% || 0.87% || 0.02% || 2.70 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.18&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.28% || 53.18% || 23.52% || 2.93% || 0.09% || 3.09 || style=&amp;quot;background-color:#A5D9B3;&amp;quot; | x1.30&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.14% || 50.76% || 33.39% || 6.41% || 0.29% || 3.38 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.81% || 45.18% || 39.40% || 10.0% || 0.62% || 3.56 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.48&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.26% || 34.73% || 47.14% || 14.66% || 1.21% || 3.78 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.59&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.24% || 52.15% || 20.39% || 2.24% || 3.99 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.72&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.51% || 53.32% || 26.84% || 3.94% || 4.18 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.87&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.01% || 50.76% || 33.52% || 6.58% || 4.37 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.04&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.06% || 5.59% || 46.97% || 38.17% || 9.20% || 4.51 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.19&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.15% || 43.84% || 12.66% || 4.66 || style=&amp;quot;background-color:#49ab60;&amp;quot; | x2.37&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.01% || 1.86% || 32.17% || 49.06% || 16.90% || 4.81 || style=&amp;quot;background-color:#44a75b;&amp;quot; | x2.58&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 1.00% || 24.58% || 52.66% || 21.76% || 4.95 || style=&amp;quot;background-color:#3fa356;&amp;quot; | x2.79&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.99% || 53.88% || 25.50% || 5.04 || style=&amp;quot;background-color:#399f50;&amp;quot; | x2.93&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.40% || 15.82% || 54.27% || 29.50% || 5.13 || style=&amp;quot;background-color:#349c4b;&amp;quot; | x3.07&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.24% || 12.29% || 53.84% || 33.63% || 5.21 || style=&amp;quot;background-color:#2e9846;&amp;quot; | x3.21&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.14% || 9.28% || 52.38% || 38.20% || 5.29 || style=&amp;quot;background-color:#279440;&amp;quot; | x3.36&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.91% || 50.3% || 42.70% || 5.36 || style=&amp;quot;background-color:#20903b;&amp;quot; | x3.50&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 5.00% || 47.67% || 47.29% || 5.42 || style=&amp;quot;background-color:#188d35;&amp;quot; | x3.63&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.03% || 3.54% || 42.73% || 53.71% || 5.50 || style=&amp;quot;background-color:#0e8930;&amp;quot; | x3.81&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.4% || 60.14% || 5.58 || style=&amp;quot;background-color:#00852a;&amp;quot; | x3.98&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{icon small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
=== Production specialists ===&lt;br /&gt;
{{Ideology|section=1|No category}}&lt;br /&gt;
With the advent of the [[Ideology DLC]], the addition of the [[Ideoligion#Production specialist|Production specialists]] adds the chance to get to get &amp;quot;legendary&amp;quot; items without an inspiration. When created by a production specialist, any item, structure or piece of art with a quality level will automatically be one levels higher – thus, if &amp;quot;masterwork&amp;quot; is rolled, a ''legendary'' item is produced instead. &lt;br /&gt;
&lt;br /&gt;
Being a production specialist makes it impossible to craft an item of ''awful'' quality; at least ''poor'' will be rolled, even at 0 skill level.&lt;br /&gt;
&lt;br /&gt;
This bonus stacks with ''Inspired Creativity'' inspirations, resulting in works three levels higher i.e. if ''good'' is rolled, a ''legendary'' item is produced instead.&lt;br /&gt;
&lt;br /&gt;
==== Quality with Production Specialist ====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.65% || 30.16% || 4.98% || 0.21% || 0.00% || 0.00% || 1.41 || style=&amp;quot;background-color:#FBB4B5;&amp;quot; | x0.85&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.44% || 43.56% || 12.11% || 0.87% || 0.02% || 0.00% || 1.70 || style=&amp;quot;background-color:#FDE6E6;&amp;quot; | x0.93&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.28% || 53.18% || 23.52% || 2.93% || 0.09% || 0.00% || 2.09 || style=&amp;quot;background-color:#F3FAF5;&amp;quot; | x1.02&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.14% || 50.76% || 33.39% || 6.41% || 0.29% || 0.00% || 2.38 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.81% || 45.18% || 39.40% || 10.0% || 0.61% || 0.01% || 2.56 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.15&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.26% || 34.73% || 47.14% || 14.66% || 1.20% || 0.01% || 2.78 || style=&amp;quot;background-color:#C7E7CF;&amp;quot; | x1.20&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.24% || 52.15% || 20.39% || 2.21% || 0.03% || 2.99 || style=&amp;quot;background-color:#BCE3C6;&amp;quot; | x1.26&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.51% || 53.32% || 26.84% || 3.87% || 0.07% || 3.18 || style=&amp;quot;background-color:#9AD5AA;&amp;quot; | x1.33&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.01% || 50.76% || 33.52% || 6.43% || 0.15% || 3.38 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.06% || 5.59% || 46.97% || 38.17% || 8.94% || 0.26% || 3.51 || style=&amp;quot;background-color:#6EC284;&amp;quot; | x1.45&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.15% || 43.84% || 12.21% || 0.45% || 3.66 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.52&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.01% || 1.86% || 32.17% || 49.06% || 16.14% || 0.76% || 3.82 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.60&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 1.00% || 24.58% || 52.66% || 20.57% || 1.19% || 3.96 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.68&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.99% || 53.88% || 23.88% || 1.62% || 4.06 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.74&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.40% || 15.82% || 54.27% || 27.35% || 2.15% || 4.15 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.81&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.24% || 12.29% || 53.84% || 30.78% || 2.85% || 4.24 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.88&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.14% || 9.28% || 52.38% || 34.53% || 3.67% || 4.32 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.95&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.91% || 50.3% || 37.93% || 4.77% || 4.40 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.03&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 5.00% || 47.67% || 41.23% || 6.06% || 4.48 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.11&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.03% || 3.54% || 42.73% || 46.04% || 7.67% || 4.58 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.22&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.4% || 50.56% || 9.58% || 4.67 || style=&amp;quot;background-color:#49ab60;&amp;quot; | x2.33&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{icon small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Quality with Production Specialist + Inspired Creativity ====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.65% || 30.16% || 4.98% || 0.20% || 3.41 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.44% || 43.56% || 12.11% || 0.88% || 3.70 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.54&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.28% || 53.18% || 23.52% || 3.04% || 4.09 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.79&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.14% || 50.76% || 33.39% || 6.68% || 4.38 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.05&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.81% || 45.18% || 39.40% || 10.55% || 4.56 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.25&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.26% || 34.73% || 47.14% || 15.87% || 4.77 || style=&amp;quot;background-color:#44a75b;&amp;quot; | x2.52&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.24% || 52.15% || 22.63% || 4.96 || style=&amp;quot;background-color:#3fa356;&amp;quot; | x2.81&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.51% || 53.32% || 30.82% || 5.14 || style=&amp;quot;background-color:#349c4b;&amp;quot; | x3.11&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.01% || 50.76% || 40.02% || 5.31 || style=&amp;quot;background-color:#279440;&amp;quot; | x3.41&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.06% || 5.59% || 46.97% || 47.36% || 5.42 || style=&amp;quot;background-color:#188d35;&amp;quot; | x3.63&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.15% || 56.43% || 5.53 || style=&amp;quot;background-color:#0e8930;&amp;quot; | x3.88&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.01% || 1.86% || 32.17% || 65.93% || 5.64 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.13&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 1.00% || 24.58% || 74.45% || 5.73 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.35&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.99% || 79.50% || 5.79 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.48&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.40% || 15.82% || 83.82% || 5.83 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.59&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.24% || 12.29% || 87.51% || 5.87 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.68&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.14% || 9.28% || 90.58% || 5.90 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.76&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.91% || 93.02% || 5.93 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.82&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 5.00% || 94.96% || 5.95 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.87&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.03% || 3.54% || 96.43% || 5.96 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.91&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 97.54% || 5.97 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.94&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{icon small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Sculptures and melee weapons have a quality.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/0.19.2009|Beta 19]] - Shoddy (between Awful and Poor) and Superior (between Good and Excellent) qualities removed.&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quality&amp;diff=115827</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quality&amp;diff=115827"/>
		<updated>2022-11-03T18:32:25Z</updated>

		<summary type="html">&lt;p&gt;Crow: Remark on value and beauty rounding, links to corresponding pages.&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stat|description = An item's quality is how well-made it is.}}&lt;br /&gt;
&lt;br /&gt;
Many [[Skills#Crafting|crafted]] items and some [[Skills#Construction|structures]] have a stat called ''quality''.  This stat influences various attributes of the item, according to the tables below.&lt;br /&gt;
&lt;br /&gt;
== Effects of quality ==&lt;br /&gt;
===General===&lt;br /&gt;
Effects that are common to several, or all, types of object.&lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Beauty&amp;lt;br&amp;gt;Factor{{ref label|Negative Beauty|A}} !!  Market Value&amp;lt;br&amp;gt;Factor !! Deterioration Rate&amp;lt;br&amp;gt;Factor !! Psychic Sensitivity&amp;lt;br&amp;gt;Offset Factor {{RoyaltyIcon}} {{ref label|Psychic Sensitivity Offset|B}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Awful      &lt;br /&gt;
| -0.1 || 0.50           || 2.00 || 0.50&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Poor       &lt;br /&gt;
| 0.5 || 0.75            || 1.50 || 0.66&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Normal     &lt;br /&gt;
| 1.0 || 1.00            || 1.00 || 0.83&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Good       &lt;br /&gt;
| 2.0 || 1.25 (max +500) || 0.80 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Excellent  &lt;br /&gt;
| 3.0 ||  1.5 (max +1000) || 0.60 || 1.16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Masterwork &lt;br /&gt;
| 5.0 || 2.5 (max +2000)  || 0.30 || 1.32&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |[[#Legendary items|Legendary]]&lt;br /&gt;
| 8.0 ||  5 (max +3000)   || 0.10 || 1.50&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Negative Beauty|A}} This multiplier will not be applied to negative beauty scores.&lt;br /&gt;
:{{note|Psychic Sensitivity Offset|B}} This only applies to items with a buff specifically noted as a &amp;quot;Psychic Sensitivity Offset&amp;quot;, such as an [[eltex helmet]] {{royaltyIcon}}, not items that just offset [[psychic sensitivity]], like the [[psychic foil helmet]] or [[prestige marine armor]] {{royaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Note that values of [[market value]] above 200 and [[beauty]] above 100 will be rounded to nearest 5. See respective pages for more detail on rounding. &lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to [[weapons]], both ranged and melee. &lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Melee Damage&amp;lt;br&amp;gt;Factor !! Melee AP&amp;lt;br&amp;gt;Factor !! Ranged Accuracy&amp;lt;br&amp;gt;Factor !! Ranged Damage&amp;lt;br&amp;gt;Factor !! Ranged AP&amp;lt;br&amp;gt;Factor&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Awful      &lt;br /&gt;
| 0.80 || 0.80 || 80% || 90% || 90% &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Poor       &lt;br /&gt;
| 0.90 || 0.90 || 90% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Normal     &lt;br /&gt;
| 1.00 || 1.00 || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Good       &lt;br /&gt;
| 1.10 || 1.10 || 110% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Excellent  &lt;br /&gt;
|1.20  ||1.20  || 120% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Masterwork &lt;br /&gt;
| 1.45 || 1.45 || 135%  || 125% || 125%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Legendary  &lt;br /&gt;
| 1.65 || 1.65 || 150%  || 150% || 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Apparel and Utility===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to [[apparel]] and [[utility]] items.&lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Protection&amp;lt;br&amp;gt;Factor !! Insulation&amp;lt;br&amp;gt;Factor !! Smokepop Pack&amp;lt;br&amp;gt;Radius Factor !! Shield Max&amp;lt;br&amp;gt;Energy Factor !! Shield Recharge&amp;lt;br&amp;gt;Rate Factor !! Jump Range&amp;lt;br&amp;gt;Factor {{RoyaltyIcon}} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Awful      &lt;br /&gt;
| 0.60 || 0.80 || 0.84 || 0.60 || 0.90 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Poor       &lt;br /&gt;
| 0.80 || 0.90 || 0.92 || 0.80 || 0.95 || 0.90&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Normal     &lt;br /&gt;
| 1.00 || 1.00 || 1.00 || 1.00 || 1.00 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Good       &lt;br /&gt;
| 1.15 || 1.10 || 1.08 || 1.20 || 1.05 || 1.06&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Excellent  &lt;br /&gt;
| 1.30 || 1.20 || 1.16 || 1.40 || 1.10 || 1.13&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Masterwork &lt;br /&gt;
| 1.45 || 1.50 || 1.30 || 1.70 || 1.20 || 1.19&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Legendary  &lt;br /&gt;
| 1.80 || 1.80 || 1.50 || 2.10 || 1.30 || 1.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Structures===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to structures.&lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Comfort&amp;lt;br&amp;gt;Factor !! Rest Effectiveness &amp;lt;br&amp;gt;Factor !! Surgery Success&amp;lt;br&amp;gt;Chance Factor!! Recreation Power &amp;lt;br&amp;gt;Factor !! Meditation Psyfocus&amp;lt;br&amp;gt;Bonus {{RoyaltyIcon}} {{ref label|Meditation Bonus|A}} !! Meditation Psyfocus&amp;lt;br&amp;gt;Bonus Offset {{RoyaltyIcon}} {{ref label|Meditation Bonus|A}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Awful      &lt;br /&gt;
| 0.76 || 0.86 || 0.90 || 0.76 || +12% || +0%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Poor       &lt;br /&gt;
| 0.88 || 0.92 || 0.95 || 0.88 || +16% || +0%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Normal     &lt;br /&gt;
| 1.00 || 1.00 || 1.00 || 1.00 || +20% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Good       &lt;br /&gt;
| 1.12 || 1.08 || 1.05 || 1.12 || +22% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Excellent  &lt;br /&gt;
| 1.24 || 1.14 || 1.10 || 1.24 || +24% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Masterwork &lt;br /&gt;
| 1.45 || 1.25 || 1.15 || 1.40 || +26% || +2%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Legendary  &lt;br /&gt;
| 1.70 || 1.60 || 1.30 || 1.80 || +28% || +2%&lt;br /&gt;
|}&lt;br /&gt;
:{{note||Meditation Bonus|A}} Only applies to [[Sculptures]]. Note that this is NOT a factor, but instead a flat bonus.&lt;br /&gt;
&lt;br /&gt;
=== At higher quality levels ===&lt;br /&gt;
&lt;br /&gt;
If a crafted or built item is at least ''excellent'', a piece of random artwork will be engraved on it.  This is only meant to add depth and has no further effect. Clothing will not have this artwork.&lt;br /&gt;
&lt;br /&gt;
If a crafted or built item is ''masterwork'', there will be a simple text notification at the top of the screen saying that a colonist has crafted a masterwork item. However, if the item is ''[[Quality#Legendary items|legendary]]'', there will be a proper notification letter.&lt;br /&gt;
&lt;br /&gt;
Masterwork and legendary items never generate on enemies, and legendary items are never sold by traders or in bases.{{Check Tag|Verify/Detail}}  They are only available through player creation or as quest rewards, though masterwork items can be bought and spawn in [[Ancient shrine|ancient shrine]]s.&lt;br /&gt;
&lt;br /&gt;
== How quality is determined ==&lt;br /&gt;
When an item requiring a quality is crafted or built, that is, when crafting ''finishes'', the quality is randomly determined using a standard distribution.  Expected values by skill level of the crafter are given in the table below.&lt;br /&gt;
&lt;br /&gt;
* The column &amp;quot;Avg. Result&amp;quot; shows the mean quality for each skill level, where awful = 0, poor = 1, normal = 2, etc.  The mean quality becomes &amp;quot;normal&amp;quot; at skill level 6, however already at skill level 4 the character will have a 50% chance to craft something that is at least of &amp;quot;normal&amp;quot; quality (median quality).&lt;br /&gt;
* The &amp;quot;Avg. Value&amp;quot; column gives the average market value multiplier for that skill level.  At skill level 6 you can expect a character to stop wasting material value from crafting.&lt;br /&gt;
&lt;br /&gt;
As quality is rolled once an object is finished, it is possible to have builders work on something until it is almost done, then have the master finish it to get a better quality on the item. This tactic is particularly useful for high work buildings such as [[royal bed]]s, as it both alleviates the high workload on the good builder and allows their &amp;quot;apprentice&amp;quot; to grind experience. Note however, that as crafted items and art assign &amp;quot;authors&amp;quot; to the unfinished work, this strategy cannot be used for those items.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.65% || 30.16% || 4.98% || 0.21% || 0.00% || 0.00% || 0.41 || style=&amp;quot;background-color:#F8696B;&amp;quot; | x0.60&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.44% || 43.56% || 12.11% || 0.87% || 0.02% || 0.00% || 0.70 || style=&amp;quot;background-color:#F98283;&amp;quot; | x0.68&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.28% || 53.18% || 23.52% || 2.93% || 0.09% || 0.00% || 1.09 || style=&amp;quot;background-color:#FA9B9C;&amp;quot; | x0.77&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.14% || 50.76% || 33.39% || 6.41% || 0.29% || 0.00% || 1.38 || style=&amp;quot;background-color:#FBB4B5;&amp;quot; | x0.84&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.81% || 45.18% || 39.40% || 10.0% || 0.61% || 0.01% || 1.56 || style=&amp;quot;background-color:#FCCDCD;&amp;quot; | x0.89&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.26% || 34.73% || 47.14% || 14.66% || 1.20% || 0.01% || 1.78|| style=&amp;quot;background-color:#FDE6E6;&amp;quot; | x0.94&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.24% || 52.15% || 20.39% || 2.21% || 0.03% || 1.99 || x1.00&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.51% || 53.32% || 26.84% || 3.87% || 0.07% || 2.19 || style=&amp;quot;background-color:#F3FAF5;&amp;quot; | x1.05&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.01% || 50.76% || 33.52% || 6.43% || 0.15% || 2.38 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.06% || 5.59% || 46.97% || 38.17% || 8.94% || 0.26% || 2.51 || style=&amp;quot;background-color:#DDF1E2;&amp;quot; | x1.13&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.15% || 43.84% || 12.21% || 0.45% || 2.66 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.17&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.01% || 1.86% || 32.17% || 49.06% || 16.14% || 0.76% || 2.82 || style=&amp;quot;background-color:#C7E7CF;&amp;quot; | x1.21&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 1.00% || 24.58% || 52.66% || 20.57% || 1.19% || 2.96 || style=&amp;quot;background-color:#BCE3C6;&amp;quot; | x1.25&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.99% || 53.88% || 23.88% || 1.62% || 3.06 || style=&amp;quot;background-color:#B1DEBD;&amp;quot; | x1.28&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.40% || 15.82% || 54.27% || 27.35% || 2.15% || 3.15 || style=&amp;quot;background-color:#A5D9B3;&amp;quot; | x1.30&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.24% || 12.29% || 53.84% || 30.78% || 2.85% || 3.24 || style=&amp;quot;background-color:#9AD5AA;&amp;quot; | x1.33&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.14% || 9.28% || 52.38% || 34.53% || 3.67% || 3.32 || style=&amp;quot;background-color:#8FD0A0;&amp;quot; | x1.36&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.91% || 50.3% || 37.93% || 4.77% || 3.40 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.39&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 5.00% || 47.67% || 41.23% || 6.06% || 3.48 || style=&amp;quot;background-color:#79C78D;&amp;quot; | x1.42&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.03% || 3.54% || 42.73% || 46.04% || 7.67% ||3.58 ||style=&amp;quot;background-color:#6EC284;&amp;quot; | x1.45&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.4% || 50.56% || 9.58% || 3.67|| style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.49&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 1333 {{icon small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
== Legendary items ==&lt;br /&gt;
'''Legendary''' items can ''not'' be made naturally, even by a level 20 craftsman - they require external modifiers to quality. In core RimWorld, legendary items can only be made with the [[mental inspiration]] ''[[Mental inspiration#Inspired creativity|Inspired Creativity]]''. Alternatively, [[Ideoligion#Production specialist|Production specialists]] in the [[Ideology DLC]]{{IdeologyIcon}} adds the chance to get to get &amp;quot;legendary&amp;quot; items without an inspiration. See [[#Production specialists|below]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
When a pawn is granted the ''Inspired Creativity'' inspiration, the next item, structure or piece of art with a quality level will automatically be two levels higher – thus, if &amp;quot;excellent&amp;quot; or &amp;quot;masterwork&amp;quot; is rolled, a ''legendary'' item is produced instead.  Even the most capable crafters have only a 60% chance per inspiration to produce a ''legendary'' item. &lt;br /&gt;
&lt;br /&gt;
''Inspired creativity'' makes it impossible to craft an item of ''poor'' or ''awful'' quality; at least ''normal'' will be rolled, even at 0 skill level.&lt;br /&gt;
&lt;br /&gt;
Since the inspiration takes effect only when the item is finished, it is useful to raise the skill level of the ''inspired'' person as high as possible before actually producing an item; for example you can train ''crafting'' on several items that do not have the ''quality'' stat (eg. [[component]]s or bionic body parts) before using up the inspiration.&lt;br /&gt;
&lt;br /&gt;
It is also possible to keep an unfinished item in stock, and wait for an ''inspiration'' to occur before actually finishing it; this will still reap the full effect, without requiring you to dedicate a lot of work during the 8-day time window of the inspiration.  This strategy is particularly useful for work intensive projects that are always in demand (eg. [[marine armor]] or a [[grand sculpture]])&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Trait#Tortured artist|Tortured artist trait]] can be purposefully given mental breaks by giving them poor treatment such as awful bedrooms or nutrient paste to intentionally trigger Inspired Creativity inspirations. Similarly, if the [[Royalty DLC]] is enabled, the use of the [[Psycasts#Word of inspiration|Word of Inspiration psycast]] can be used to generate more creativity inspirations, though other inspirations may be granted instead. Otherwise, keeping pawns in high moods is the only way to increase inspiration frequency.&lt;br /&gt;
&lt;br /&gt;
====Quality with Inspired Creativity====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.65% || 30.16% || 4.98% || 0.21% || 0.00% || 2.41 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.44% || 43.56% || 12.11% || 0.87% || 0.02% || 2.70 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.18&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.28% || 53.18% || 23.52% || 2.93% || 0.09% || 3.09 || style=&amp;quot;background-color:#A5D9B3;&amp;quot; | x1.30&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.14% || 50.76% || 33.39% || 6.41% || 0.29% || 3.38 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.81% || 45.18% || 39.40% || 10.0% || 0.62% || 3.56 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.48&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.26% || 34.73% || 47.14% || 14.66% || 1.21% || 3.78 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.59&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.24% || 52.15% || 20.39% || 2.24% || 3.99 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.72&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.51% || 53.32% || 26.84% || 3.94% || 4.18 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.87&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.01% || 50.76% || 33.52% || 6.58% || 4.37 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.04&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.06% || 5.59% || 46.97% || 38.17% || 9.20% || 4.51 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.19&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.15% || 43.84% || 12.66% || 4.66 || style=&amp;quot;background-color:#49ab60;&amp;quot; | x2.37&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.01% || 1.86% || 32.17% || 49.06% || 16.90% || 4.81 || style=&amp;quot;background-color:#44a75b;&amp;quot; | x2.58&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 1.00% || 24.58% || 52.66% || 21.76% || 4.95 || style=&amp;quot;background-color:#3fa356;&amp;quot; | x2.79&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.99% || 53.88% || 25.50% || 5.04 || style=&amp;quot;background-color:#399f50;&amp;quot; | x2.93&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.40% || 15.82% || 54.27% || 29.50% || 5.13 || style=&amp;quot;background-color:#349c4b;&amp;quot; | x3.07&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.24% || 12.29% || 53.84% || 33.63% || 5.21 || style=&amp;quot;background-color:#2e9846;&amp;quot; | x3.21&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.14% || 9.28% || 52.38% || 38.20% || 5.29 || style=&amp;quot;background-color:#279440;&amp;quot; | x3.36&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.91% || 50.3% || 42.70% || 5.36 || style=&amp;quot;background-color:#20903b;&amp;quot; | x3.50&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 5.00% || 47.67% || 47.29% || 5.42 || style=&amp;quot;background-color:#188d35;&amp;quot; | x3.63&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.03% || 3.54% || 42.73% || 53.71% || 5.50 || style=&amp;quot;background-color:#0e8930;&amp;quot; | x3.81&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.4% || 60.14% || 5.58 || style=&amp;quot;background-color:#00852a;&amp;quot; | x3.98&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{icon small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
=== Production specialists ===&lt;br /&gt;
{{Ideology|section=1|No category}}&lt;br /&gt;
With the advent of the [[Ideology DLC]], the addition of the [[Ideoligion#Production specialist|Production specialists]] adds the chance to get to get &amp;quot;legendary&amp;quot; items without an inspiration. When created by a production specialist, any item, structure or piece of art with a quality level will automatically be one levels higher – thus, if &amp;quot;masterwork&amp;quot; is rolled, a ''legendary'' item is produced instead. &lt;br /&gt;
&lt;br /&gt;
Being a production specialist makes it impossible to craft an item of ''awful'' quality; at least ''poor'' will be rolled, even at 0 skill level.&lt;br /&gt;
&lt;br /&gt;
This bonus stacks with ''Inspired Creativity'' inspirations, resulting in works three levels higher i.e. if ''good'' is rolled, a ''legendary'' item is produced instead.&lt;br /&gt;
&lt;br /&gt;
==== Quality with Production Specialist ====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.65% || 30.16% || 4.98% || 0.21% || 0.00% || 0.00% || 1.41 || style=&amp;quot;background-color:#FBB4B5;&amp;quot; | x0.85&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.44% || 43.56% || 12.11% || 0.87% || 0.02% || 0.00% || 1.70 || style=&amp;quot;background-color:#FDE6E6;&amp;quot; | x0.93&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.28% || 53.18% || 23.52% || 2.93% || 0.09% || 0.00% || 2.09 || style=&amp;quot;background-color:#F3FAF5;&amp;quot; | x1.02&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.14% || 50.76% || 33.39% || 6.41% || 0.29% || 0.00% || 2.38 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.81% || 45.18% || 39.40% || 10.0% || 0.61% || 0.01% || 2.56 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.15&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.26% || 34.73% || 47.14% || 14.66% || 1.20% || 0.01% || 2.78 || style=&amp;quot;background-color:#C7E7CF;&amp;quot; | x1.20&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.24% || 52.15% || 20.39% || 2.21% || 0.03% || 2.99 || style=&amp;quot;background-color:#BCE3C6;&amp;quot; | x1.26&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.51% || 53.32% || 26.84% || 3.87% || 0.07% || 3.18 || style=&amp;quot;background-color:#9AD5AA;&amp;quot; | x1.33&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.01% || 50.76% || 33.52% || 6.43% || 0.15% || 3.38 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.06% || 5.59% || 46.97% || 38.17% || 8.94% || 0.26% || 3.51 || style=&amp;quot;background-color:#6EC284;&amp;quot; | x1.45&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.15% || 43.84% || 12.21% || 0.45% || 3.66 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.52&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.01% || 1.86% || 32.17% || 49.06% || 16.14% || 0.76% || 3.82 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.60&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 1.00% || 24.58% || 52.66% || 20.57% || 1.19% || 3.96 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.68&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.99% || 53.88% || 23.88% || 1.62% || 4.06 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.74&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.40% || 15.82% || 54.27% || 27.35% || 2.15% || 4.15 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.81&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.24% || 12.29% || 53.84% || 30.78% || 2.85% || 4.24 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.88&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.14% || 9.28% || 52.38% || 34.53% || 3.67% || 4.32 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.95&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.91% || 50.3% || 37.93% || 4.77% || 4.40 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.03&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 5.00% || 47.67% || 41.23% || 6.06% || 4.48 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.11&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.03% || 3.54% || 42.73% || 46.04% || 7.67% || 4.58 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.22&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.4% || 50.56% || 9.58% || 4.67 || style=&amp;quot;background-color:#49ab60;&amp;quot; | x2.33&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{icon small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Quality with Production Specialist + Inspired Creativity ====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.65% || 30.16% || 4.98% || 0.20% || 3.41 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.44% || 43.56% || 12.11% || 0.88% || 3.70 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.54&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.28% || 53.18% || 23.52% || 3.04% || 4.09 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.79&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.14% || 50.76% || 33.39% || 6.68% || 4.38 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.05&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.81% || 45.18% || 39.40% || 10.55% || 4.56 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.25&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.26% || 34.73% || 47.14% || 15.87% || 4.77 || style=&amp;quot;background-color:#44a75b;&amp;quot; | x2.52&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.24% || 52.15% || 22.63% || 4.96 || style=&amp;quot;background-color:#3fa356;&amp;quot; | x2.81&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.51% || 53.32% || 30.82% || 5.14 || style=&amp;quot;background-color:#349c4b;&amp;quot; | x3.11&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.01% || 50.76% || 40.02% || 5.31 || style=&amp;quot;background-color:#279440;&amp;quot; | x3.41&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.06% || 5.59% || 46.97% || 47.36% || 5.42 || style=&amp;quot;background-color:#188d35;&amp;quot; | x3.63&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.15% || 56.43% || 5.53 || style=&amp;quot;background-color:#0e8930;&amp;quot; | x3.88&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.01% || 1.86% || 32.17% || 65.93% || 5.64 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.13&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 1.00% || 24.58% || 74.45% || 5.73 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.35&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.99% || 79.50% || 5.79 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.48&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.40% || 15.82% || 83.82% || 5.83 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.59&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.24% || 12.29% || 87.51% || 5.87 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.68&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.14% || 9.28% || 90.58% || 5.90 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.76&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.91% || 93.02% || 5.93 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.82&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 5.00% || 94.96% || 5.95 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.87&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.03% || 3.54% || 96.43% || 5.96 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.91&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 97.54% || 5.97 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.94&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{icon small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Sculptures and melee weapons have a quality.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/0.19.2009|Beta 19]] - Shoddy (between Awful and Poor) and Superior (between Good and Excellent) qualities removed.&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beauty&amp;diff=115826</id>
		<title>Beauty</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beauty&amp;diff=115826"/>
		<updated>2022-11-03T18:28:35Z</updated>

		<summary type="html">&lt;p&gt;Crow: Beauty values above 100 are rounded to nearest 5. https://discord.com/channels/703830486304292884/714309126854803478/1037791449607061545&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{About|beauty of all items and structures|the beauty stat of pawns|Beauty (Pawn)}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| apply factors if negative = false&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| hide at value = 0&lt;br /&gt;
| max value = 1000&lt;br /&gt;
| min value = -1000&lt;br /&gt;
| round to five over = 100&lt;br /&gt;
| round value = true&lt;br /&gt;
| to string style = FloatZero&lt;br /&gt;
| description = How enjoyable an object is to be around and look at.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Beauty''' refers to one of the following, depending on context:&lt;br /&gt;
* Environmental beauty: cumulative beauty of a map tile; affects perceived beauty and room impressiveness&lt;br /&gt;
* Perceived beauty: environmental beauty as perceived by a pawn; affects beauty need level&lt;br /&gt;
* Beauty need level (of a pawn): the need to live in a beautiful environment (similar to [[rest]] and [[comfort]]); affects [[mood]]&lt;br /&gt;
* Beauty stat (of certain objects): stat of some map object determining its environmental beauty&lt;br /&gt;
&lt;br /&gt;
== Environmental beauty ==&lt;br /&gt;
&lt;br /&gt;
Each map tile has an integer value that expresses its beauty.  The value is the sum of the beauty values of all objects on that tile.  In this case, objects include filth, clutter, flooring, furniture and other objects.&lt;br /&gt;
&lt;br /&gt;
{{See also|Environment#Beauty|l1=Environment}}&lt;br /&gt;
&lt;br /&gt;
[[File:ToggleShowBeauty.png|||frame|This icon of the mini toolbar toggles the '''beauty display'''.  It shows the environmental and perceived beauty for the map tile under the mouse cursor while enabled.  This is what a pawn would &amp;quot;see&amp;quot; if standing on a map tile.]]&lt;br /&gt;
== Perceived beauty ==&lt;br /&gt;
&lt;br /&gt;
A pawn constantly perceives the beauty of its environment in an '''8-tile radius''' (241 total tiles) (blocked by objects that break line of sight, such as walls and doors).  This means that putting [[sculpture]]s at the center of large living areas is better than at the edges. The average of these beauty values is the effective beauty of the environment as perceived by the pawn at this moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beauty need level ==&lt;br /&gt;
&lt;br /&gt;
The beauty [[need]] level of a pawn rises and falls with the perceived beauty.  This is a delayed effect, and increases register much faster than decreases. &lt;br /&gt;
&lt;br /&gt;
The level is displayed in percent. A value between 35% and 65% is considered &amp;quot;neutral&amp;quot;, and has no effect on the pawn.  Values outside that range, either particularly low or high, generate a positive or negative [[Thoughts list#Needs 2|thought]], influencing the pawn's [[mood]] (eg. &amp;quot;Unsightly environment -5&amp;quot; or &amp;quot;Pretty environment +5&amp;quot;). A value of 6 or higher in the beauty display will be enough to move the need towards 100%. &lt;br /&gt;
&lt;br /&gt;
Keeping the colonists in beautiful surroundings will, effectively, permanently increase their mood. &lt;br /&gt;
&lt;br /&gt;
''Beauty need'' therefore works similarly to [[comfort]] need, but can only be fulfilled while the pawn is awake (while ''comfort need'' can also be fulfilled while sleeping on comfortable furniture).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Minimum&amp;lt;br&amp;gt;Beauty&amp;lt;br&amp;gt;Threshold!!Percent&amp;lt;br&amp;gt;of Need!! Mood&amp;lt;br&amp;gt;Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 6|| 100% || 15&lt;br /&gt;
|-&lt;br /&gt;
| 4.5|| 85-100% || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2.5|| 65-85% || 5&lt;br /&gt;
|-&lt;br /&gt;
| -.5|| 35-65% || 0&lt;br /&gt;
|-&lt;br /&gt;
| -3.5|| 15-35% || -5&lt;br /&gt;
|-&lt;br /&gt;
| -3.9|| 0-15%|| -10&lt;br /&gt;
|-&lt;br /&gt;
| -4|| 0% || -15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical beauty ==&lt;br /&gt;
&lt;br /&gt;
Physical beauty is a stat of many structures (normally pieces of furniture or artwork) and plants.  In the case of pawn-made structures, the beauty stat is calculated from a base value, the type of material it is made from, and the quality level of the item.  The exact value and calculation of the beauty stat for a specific item can be viewed by mousing over the &amp;quot;beauty&amp;quot; stat in the item's information window.&lt;br /&gt;
&lt;br /&gt;
Here, an example is given for a [[Small sculpture|''small marble sculpture'']] of &amp;quot;good&amp;quot; quality: [(base value of small sculptures) 50 * (material modifier for marble) 1.35 + (material offset for marble) 1] * (quality multiplier for &amp;quot;good quality&amp;quot;) 2 = (final value) 137.  This sculpture adds 137 of environmental beauty to the tile it is installed on, a fairly high value.&lt;br /&gt;
&lt;br /&gt;
The most beautiful single structure in the base game is a [[Quality|legendary]] (x8) [[gold]] (x4 +20) [[Grand sculpture|grand]] (400 base) sculpture, which has a beauty of [400 * 4 + 20] * 8 = 12,960.  However, note that this is slightly less than the [100 * 4 + 20] * 8 = 3,360 * 4 = 13,440 beauty that 4 legendary gold large sculptures occupying the same 4 tiles could provide, as the offset is applied once per item independent of the base beauty value.&lt;br /&gt;
&lt;br /&gt;
The formula for pieces of furniture is identical, but their base beauty values are usually substantially lower (ex. a [[Bed]] has a base beauty value of 1) than those of works of art, whose primary purpose is to provide environmental beauty.&lt;br /&gt;
&lt;br /&gt;
Items with beauty of above 100 will have their beauty rounded to be divisible by 5, with a remainder of 2.5 being rounded down.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Satisfying the ''beauty need'' of your pawns is one of the best ways to improve the [[mood]] in your colony.  '''A beautiful environment can provide constant, substantial mood buffs''' practically everywhere, with zero required maintenance.&lt;br /&gt;
* Bedrooms only need enough beauty to keep their [[impressiveness]] at the desired level.  The beauty level of a pawn does not change during sleep, so excessively beautiful bedrooms do '''not''' have a strong effect on the pawn's mood in most situations.&lt;br /&gt;
* Because the beauty [[need]] level rises a lot faster than it falls, it is acceptable to have very ugly areas in your base, ''if the pawns do not spend long periods of time there''.  '''Short or intermittent trips into ugly zones have almost no effect on pawn mood''', as long as the beauty level is kept high enough elsewhere.&lt;br /&gt;
* '''Naked floor (rough stone or soil) does not take dirt from foot traffic or animals''', as long as nobody is bleeding or vomiting.  This can offset the -1 beauty value from the naked floor. Your cleaners will then also not have to clean those areas.  Do not do this in places where cleanliness or walk speed matters.&lt;br /&gt;
* Dirty floors tiles have -5 beauty, blood and vomit are a lot worse (-30 and -40).  You need to clean regularly if you want a beautiful base.  Because of these high negative offsets, dirty floors rapidly lower room [[impressiveness]].&lt;br /&gt;
* Strive to decorate all rooms, as well as outdoor areas that are heavily frequented, or where pawns spend extended amounts of time.  Examples are the hospital, most workspaces, the recreation area, and the main walkways of the colony.  A cheap and easy way of outdoors decoration during the growing season is to plant [[rose]]s.  Decorate larger rooms by spreading the decoration evenly in the space.&lt;br /&gt;
* '''Smoothed floors and carpets''' can effectively raise an entire room's average beauty by 2 points, a substantial increase.  Use these floors in frequented areas, if you can afford it.&lt;br /&gt;
* '''Walls''' should be smoothed (+2 beauty) or made of marble (+1 beauty).  Jade walls have +10 beauty, but it is usually better to craft jade sculptures instead, unless you have excessive amounts of jade and no capable artist to use it.&lt;br /&gt;
* If you need to keep stockpiles in areas that should be beautiful, like the recreation room or the hospital, put the items on [[shelf|shelves]].  Most objects laying naked on the floor have -5 beauty, this gets absorbed by the shelf.&lt;br /&gt;
* A single grand sculpture of very high quality (&amp;quot;masterwork&amp;quot; or &amp;quot;legendary&amp;quot;) made of jade (or gold...) can turn even a large room full of rotten corpses into a &amp;quot;beautiful&amp;quot; environment.  If you can get your hands on one of these, usually from an inspired master artist in your colony, place them strategically for the best possible impact.&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Market_Value&amp;diff=115825</id>
		<title>Market Value</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Market_Value&amp;diff=115825"/>
		<updated>2022-11-03T17:42:06Z</updated>

		<summary type="html">&lt;p&gt;Crow: Steel Large Sculpture (Good) Market Value, as example and proof of Market Value calculation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Graph1.png|thumb|right|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
{{Stat&lt;br /&gt;
| round to five over = 200&lt;br /&gt;
| to string style = FloatTwo&lt;br /&gt;
| description = The market value of an object. The actual trade price will be adjusted by [[Trade Price Improvement|negotiation skill]], relationship status, and other contextual factors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If not explicitly specified, an item's market value defaults to a formula-determined value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''M'' = (''I'' + ''W'' × 0.0036) × ''Q'' × ''H''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
* ''I'' = combined market value of all ingredients&lt;br /&gt;
* ''W'' = work in [[ticks]] to make the item, where there are 60 ticks to a second. The game displays this in the item information window in ''seconds'', which assumes 1x game speed and 100% work speed even when the base workspeed is lower than 100%. The displayed value also rounds the work value to the nearest second for example - an item that takes 35 ticks to make will be displayed in-game as taking 1 Work, despite taking only 0.583 seconds to construct at 100% speed.  An approximation of the value for ''W'' can be found by multiplying the in-game Work displayed by 60, but the exact value is defined in the XML in ticks by the ''WorkToMake'', or for buildings the ''WorkToBuild'', stats.&lt;br /&gt;
* ''Q'' = quality multiplier. See [[quality]] for details. &lt;br /&gt;
* ''H'' = health multiplier. An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, 4% of its maximum value per 1% HP lost between 60% and 50% HP, and 0.2% of its maximum value per 1% HP lost between 50% and 0% HP. The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP. The health multiplier only applies to certain items, as controlled by their XML definition. See [[Deterioration]] for details.&lt;br /&gt;
&lt;br /&gt;
Items with a market value of above 200 will have their market value rounded to be divisible by 5, with a remainder of 2.5 being rounded down. Prices over $10 will be rounded to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
[[File:SteelLargeSculptureGood.png|thumb|Steel Large Scuplture (Good) market value demonstrates that a) value rounding happens only post-quality multipier and b) 2.5 remainder is rounded down. ]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2618|1.1.2618]] - Prices now only display decimals when under $10.&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:SteelLargeSculptureGood.png&amp;diff=115824</id>
		<title>File:SteelLargeSculptureGood.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:SteelLargeSculptureGood.png&amp;diff=115824"/>
		<updated>2022-11-03T17:39:09Z</updated>

		<summary type="html">&lt;p&gt;Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Market Value of Steel Large Sculpture (Good)&lt;/div&gt;</summary>
		<author><name>Crow</name></author>
	</entry>
</feed>