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	<updated>2026-04-06T06:02:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Neuroquake&amp;diff=145576</id>
		<title>Neuroquake</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Neuroquake&amp;diff=145576"/>
		<updated>2024-05-10T05:26:32Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: Removed clarification of outdated information from 1.3; it has been long enough that this is more cluttering than helpful&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Neuroquake&lt;br /&gt;
| image = Neuroquake.png&lt;br /&gt;
| type = Psycast&lt;br /&gt;
| description = Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
| psylink level = 6&lt;br /&gt;
| casting time = 70&lt;br /&gt;
| ability range = 5.9&lt;br /&gt;
| psyfocus cost = 0.5&lt;br /&gt;
| neural heat gain = 0&lt;br /&gt;
| effect radius = 5.9&lt;br /&gt;
| duration = 288000&lt;br /&gt;
| duration multiplier = &lt;br /&gt;
| goodwill impact =&lt;br /&gt;
}}&lt;br /&gt;
'''Neuroquake''' is a level {{P|Psylink Level}} [[psycast]] that drives pawns insane in its area of effect. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Quote|''If you use neuroquake, everyone in this region will feel the neuroquake echo, you will lose goodwill with every non-hostile faction. Neuroquake takes 12 seconds to cast, and cannot be interrupted. When complete, the caster will fall into a psychic coma for 5 days. Everyone within a 60 tile radius of the caster except those in a 5 tile radius around the caster will be affected.&amp;lt;br&amp;gt;Do you really want to cast neuroquake?''|Confimation dialogue}}&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;targetRequired&amp;gt;False&amp;lt;/targetRequired&amp;gt;&lt;br /&gt;
    &amp;lt;requireLineOfSight&amp;gt;False&amp;lt;/requireLineOfSight&amp;gt;&lt;br /&gt;
      &amp;lt;targetParams&amp;gt;&lt;br /&gt;
        &amp;lt;canTargetSelf&amp;gt;True&amp;lt;/canTargetSelf&amp;gt;&lt;br /&gt;
         &amp;lt;goodwillImpactForNeuroquake&amp;gt;-10&amp;lt;/goodwillImpactForNeuroquake&amp;gt;&lt;br /&gt;
        &amp;lt;worldRangeTiles&amp;gt;4&amp;lt;/worldRangeTiles&amp;gt;&lt;br /&gt;
        &amp;lt;mentalStateRadius&amp;gt;60&amp;lt;/mentalStateRadius&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason=Currently just a Copy-paste of minor tactics previously on [[Psycasts]] - needs verification, rewriting, formatting, and expansion}}&lt;br /&gt;
*'''Neuroquake''' is a hail-mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns, including animals, to the 5 tile radius around the caster, and lock all doors.&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Neuroquake rebalance:  Neuroquake lists duration in the casting warning. Coma duration increased from 3 days -&amp;gt; 5 and no longer scales with psychic sensitivity. The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12. Casting warmup decreased from 125s -&amp;gt; 12s. Berserk radius decreased from entire map -&amp;gt; 60 tiles.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psycasts|wide}}&lt;br /&gt;
[[Category: Psycasts]]&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Polux_tree&amp;diff=145574</id>
		<title>Polux tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Polux_tree&amp;diff=145574"/>
		<updated>2024-05-10T02:28:03Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: fixed punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub|reason=Artificial building mechanics, analysis}}{{infobox main|plant|&lt;br /&gt;
| name = Polux tree&lt;br /&gt;
| image = PoluxTreeB.png&lt;br /&gt;
| description = After generations of exposure, these trees have evolved to metabolize pollutants. By drawing pollutants from the ground through wide root networks, they slowly clean polluted terrain in their vicinity. However, they cannot do this if buildings are constructed over their roots.&amp;lt;br&amp;gt;Unlike most methods of cleaning polluted terrain, polux trees do not create toxic wastepacks.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| hp = 300&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| sow work = 400&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 30&lt;br /&gt;
| harvest work = 1000&lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
}}&lt;br /&gt;
The '''Polux tree''' is a tree added by the Biotech DLC. It grows within [[polluted]] environments and is capable of absorbing pollution in an area similar to a [[pollution pump]] (7 tile wide circle). Unlike pollution pumps, polux trees do not generate any [[toxic wastepack]]s after absorbing the surrounding pollution. This makes them a safer way to remove pollution. &lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
Like the [[gauranlen tree]]{{IdeologyIcon}}, the polux tree does not naturally occur in any ecology. It naturally appears on maps with [[pollution]], and can be spawned by the &amp;quot;polux tree&amp;quot; [[event]],&lt;br /&gt;
&lt;br /&gt;
Every 15 days, the current pollution level and current tree population are checked. If the current amount of trees are below the assigned value, a tree may be spawned.{{Check Tag|Chance?|% Chance, if applicable.}} These numbers also determine the amount of starting trees in your colony.&lt;br /&gt;
* No pollution (0-25%): 0 polux trees&lt;br /&gt;
* Light pollution (25%-50%): 0 polux trees&lt;br /&gt;
* Moderate pollution (50%-75%): 1 polux tree&lt;br /&gt;
* Extreme pollution = (75%-100%): 3 polux trees&lt;br /&gt;
&lt;br /&gt;
Polux trees never spawn within 16 tiles of each other.&lt;br /&gt;
&lt;br /&gt;
[[Polux seed]]s can also be bought from [[trader]]s or obtained from [[quest]] rewards.{{Check Tag|Other ways?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* Cleans 1 tile of [[pollution]] every {{ticks/gametime|25000}}.&lt;br /&gt;
* Needs {{Ticks/gametime|150000}} to clean 1 deteriorated [[toxic wastepack]] (6 tiles). &lt;br /&gt;
* Is only 20% as fast as a [[wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
Polux trees are considered &amp;quot;super&amp;quot;, meaning that pawns with the [[Ideoligion#Trees|Trees: Desired precept]]{{IdeologyIcon}} will receive the &amp;quot;amazing tree&amp;quot; thought after seeing one. Unlike the [[Anima tree|anima]]{{RoyaltyIcon}} and [[gauranlen tree]]s,{{IdeologyIcon}} polux trees will still be eaten by [[thrumbo]]s. All trees can also be eaten by [[alphabeaver]]s. They are immune to [[blight]].&lt;br /&gt;
&lt;br /&gt;
They technically take damage from [[toxic spewer]]s and [[toxic fallout]], but regenerate faster than they take damage.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason = Missing detail on use, utility as natural spawns, and pro-use side etc Also what is there is rough}}&lt;br /&gt;
The easiest way to use polux trees is to plant them nearby, and leave toxic wastepacks in a stockpile zone next to the tree. Wastepacks outdoors deteriorate into pollution every 8 days assuming no rain or cold temperatures, creating 6 tiles of pollution.&lt;br /&gt;
&lt;br /&gt;
In 8 days, a polux tree cleans {{#expr: (8*24)/10 round 1}} tiles. Meaning that a single polux tree can have a stockpile of {{#expr: ((8*24)/10)/6 round 1}} stacks of wastepacks deteriorating without being overwhelmed. However, this assumes that no rain ever increases the deteriorating rate of the packs. To avoid this, consider placing the stockpile next to a natural rock face to act as a support for a roof to cover the stockpile.&lt;br /&gt;
&lt;br /&gt;
An other easy (and free) way of using the tree is to dump your pollution in a tile five to seven tiles away from yours, and when high enough in pollution, settle it as second base. This'll give access to 3 free trees and can use transport pods without penalty {{Check Tag|Verify}}. Still a lot should be considered before settling a 2nd base and there's a lot more uses for a second base than just 3 polux trees and other uses should be considered for it.&lt;br /&gt;
&lt;br /&gt;
Due to the tree's relatively low waste-clearing speed and the fact that low amounts of pollution do not have much impact on your colony, there is an argument that [[polux seed]]s are not worth their {{Icon Small|Silver||{{Q|Polux seed|Market Value Base}}}} price tag. As long as the pollution is physically far away, the only negatives of it are wastepack infestations and [[acidic smog]]. Polux trees do not stop infestations, as they occur on wastepack destruction, not pollution in general. Meanwhile, acidic smog can be mitigated almost entirely by using [[sun lamp]] greenhouses and non-solar energy. Even then, at only 10% or so pollution (200 wastepacks), smog is a rare event. that being said, in very long runs, a tree can absorb up to a considerable amount of waste. For example a single polux tree can absorb 245 [[wastepack]] in roughly 10 years which is equivalent to a single cooler's capacity in hot [[biomes]], it is a lot when considering that a [[cooler]] takes a 9*9 area and 200W of constant [[power]] while tree's only cost is buying and setting it up and it can clean even more [[pollution]]. &lt;br /&gt;
&lt;br /&gt;
A polux tree can clean a bit more than 1 [[toxifier generator]]'s worth of waste, allowing for a form of clean energy. The tree cannot be placed near the generator, making you use a [[pollution pump]] and have colonists haul it to the tree. Although given how pollution doesn't spread under natural rock, it is possible to get around this by having the generator inside a 2*2 hole in the mountain with two sides open (one for wires, one for pollution) and a tree nearly overlap the generator to clean additional [[pollution]] also to get rid of artificial building limitation it can be placed in farmlands (and remove [[growing zone]] from under tree. Still, clean energy should be compared to 1. leaving wastepacks far from your colony and buying the polux seeds later, or 2. [[cooler|freezing]] the wastepacks. If you have no better use for silver, then you might as well buy the trees.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PoluxTreeA.png| Polux tree variant A&lt;br /&gt;
File:PoluxTreeB.png| Polux tree variant B&lt;br /&gt;
File:PoluxTreeC.png| Polux tree variant C&lt;br /&gt;
File:Stump chopped polux a.png|[[Chopped polux stump]] variant A&lt;br /&gt;
File:Stump chopped polux b.png|[[Chopped polux stump]] variant B&lt;br /&gt;
File:Stump smashed polux a.png|[[Smashed polux stump]] variant A&lt;br /&gt;
File:Stump smashed polux b.png|[[Smashed polux stump]] variant B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Polux seed]]s introduced, which can be planted on polluted ground.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_shock_lance&amp;diff=145522</id>
		<title>Psychic shock lance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_shock_lance&amp;diff=145522"/>
		<updated>2024-05-08T18:53:23Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Psychic shock lance&lt;br /&gt;
| image = Psychic_shock_lance.png|Psychic shock lance&lt;br /&gt;
| description = A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping him into a state of psychic shock. There is a risk of brain damage. It has a long range, but requires line of sight.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| marketvalue = 550&lt;br /&gt;
| hp = 80&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| tradeTags = Artifact&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''psychic shock lance''' is a two-use [[artifact]] that can be equipped by pawns in the [[Utility]] slot and manually activated to inflict [[psychic shock]] on a target, rendering them unconscious.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Psychic shock lances cannot be crafted. Instead they must be purchased from Exotic Goods [[trade]]rs or [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When equipped, a psychic shock lance is worn in the waist [[Utility|utility slot]]. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within 35 tiles and within [[line of sight]]. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources be salvaged from it.&lt;br /&gt;
&lt;br /&gt;
After a 0.5s warm-up, the target will immediately be affected by [[psychic shock]], setting their [[consciousness]] to a maximum of 10% and rendering them unconscious and [[downed]]. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. This shock lasts for {{ticks|7500}}. There is also a 30% chance that the target will be set [[Fire|on fire]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[difficulty]] settings.  &lt;br /&gt;
&lt;br /&gt;
Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three [[mechanoid commander]]s{{BiotechIcon}} and the [[Dreadmeld]]{{AnomalyIcon}} are also immune to psychic lances. &lt;br /&gt;
&lt;br /&gt;
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by 200 points.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Psychic shock lances can be used in a variety of ways:&lt;br /&gt;
* To disable dangerous enemies, especially those with [[doomsday rocket launcher]]s or [[triple rocket launcher]]s. The lance has a significantly smaller warmup time (just 0.5s vs 4.5s) and comparable range (35 vs 36), meaning it can down pawns before they can fire rockets.&lt;br /&gt;
* To protect solo colonists against [[Events#Caravan ambushed / (manhunters)|caravan ambushes]] or predator attacks.&lt;br /&gt;
* To capture specific pawns alive, such as for recruitment, [[organ harvesting]], [[Gene extractor|gene extraction]]{{BiotechIcon}}, or faction leader release goodwill or execution bonuses. Psychic shock bypasses the chance of automatic [[AI Storytellers#Enemy death on downed|death on down]] through regular combat. Therefore, these lances can be used to reliably capture amazing pawns from other factions, or just capture pawns in general. Note that the chance of brain damage is significant; it can ruin previously good potential colonists unless a [[healer mech serum]], [[luciferium]], [[biosculpter pod|bioregeneration]]{{IdeologyIcon}}, or the [[Genes#Scarless|Scarless gene]]{{BiotechIcon}} is used to heal them.&lt;br /&gt;
* To acquire equipment for use or resale. Downing by shock avoids [[Tainted|tainting]] their apparel and only causes a small amount of damage ''if'' it causes burning. It also avoids activating the [[death acidifier]]s present on all [[Empire]]{{RoyaltyIcon}} combatants and some [[Raider#Mercenaries|mercenaries]]. &lt;br /&gt;
:As each charge effectively costs {{#expr:{{P|Market Value Base}}/2}} {{Icon small|silver}}, good target selection can give a value return significantly exceeding the cost. This tactic can be combined with [[organ harvesting]] for even more profit, if so desired. [[Raiders]] wearing [[marine armor]] (worth {{Q|Marine armor|Market Value Base}} {{Icon small|silver}}) are ideal targets, as are [[Empire#Cataphract|Imperial Cataphracts]] {{RoyaltyIcon}}. Obtaining one or more shock lances before opening [[ancient shrine]]s is also advisable as recon and marine armor is fairly common among [[ancients]] and can make a significant difference economically or in combat in the early game. &lt;br /&gt;
&lt;br /&gt;
Of these uses, [[psychic insanity lance]]s are equally, if not more, effective at disabling pawns with rocket launchers. However, as they do not down pawns, insanity lances cannot be used to capture enemies or recover apparel. In addition, insanity lances are useless if there is only a single enemy, such as in a small caravan amubush.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Psychic shock lance burning.png|Shock lance victim burning&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Mechanoid commanders{{BiotechIcon}} now immune to psychic lances.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifact]]&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Undercave&amp;diff=145472</id>
		<title>Undercave</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Undercave&amp;diff=145472"/>
		<updated>2024-05-07T02:21:02Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: /* Structures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Compile rewards odds, compilation of unique structures and other defining features of the caves, differences in biomes if applicable, enemy types, etc.}}&lt;br /&gt;
{{image wanted|reason=Include images of examples of an entirely explored cave, and notable structures.}}&lt;br /&gt;
The '''undercave''' is a sprawling cave network located underneath a colony, accessed by entering a [[pit gate]], which is filled with [[fleshbeast]] [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to enter the undercave, the colony must have a pit gate open in a prior event. The undercave is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside normally. Furthermore, pawns within the undercave cannot be added to newly formed caravans. However, an option to form a specialized caravan into the undercave can be accomplished by selecting &amp;quot;Enter pit gate&amp;quot; while inspecting the pit gate structure on the home tile.&lt;br /&gt;
&lt;br /&gt;
A map will be created once the first colonist is sent inside to explore. Exploration begins at a random point in the tile, where a ''pit gate exit'' is spawned. On the same tile, a section of unrevealed cave will house a [[dreadmeld]] which must be defeated to close the pit gate. To progress farther within the caves, [[fleshmass]] must be damaged to create passageway or the rock walls must be mined out to make tunnels through the ground. A warning [[letter]] will alert the player when a colonist is close to the dreadmeld's position.&lt;br /&gt;
&lt;br /&gt;
Prior to defeating the dreadmeld, the cavern will be able to be explored at will, at the cost of potential fleshbeast raids{{Check Tag|Verify|Can fleshbeast raids occur while colonists are exploring the undercave?}}. Once defeated, the undercave will become unstable, giving any pawns 10 hours to evacuate the tunnels. As this timer approaches zero, rock falls consisting of [[collapsed rocks]] will become more and more common. These may potentially damage pawns or items, or block routes back towards the exit. Colonists, items, and entities remaining within the caves after this timer expires will be lost forever. Once the undercave collapses, the pit gate will disappear which prevents reentry.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
The undercave is a 100x100 map tile consisting of winding caves filled with fleshmass and fleshbeasts. The entire area is classified as being underneath [[overhead mountain]] and sits at a constant 15°C (59°F){{Check Tag|Verify|Same for all biomes?}}. Despite these factors, [[insects]] will not be found within the cave system and [[Hive]]s will not spawn{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
The ''pit gate exit'' is a 3x3 structure consisting of a rope line back to the surface, and is generated when the first colonist enters the area. It is the only method of returning colonists safely to the surface{{Check Tag|Verify|Do psycasts like farskip allow return?}}. A clear area with a radius of 5 tiles will be generated around the created exit. Colonists may return here to the rope and interact with it to return to the surface.&lt;br /&gt;
&lt;br /&gt;
The cave network is generated similarly to how caves spawn within mountainous regions. [[Stone]] found within these caves may be different compared to the stones native to the tile where the pit gate originates. [[Ore]] veins will appear underground and can serve as an alternative to a [[long-range mineral scanner]] or [[ground-penetrating scanner]]. Underground plant life may also be encountered, all of which are listed below.&lt;br /&gt;
&lt;br /&gt;
Most of the cave system is choked by large amounts of fleshmass which must be burned or attacked to advance. Within these walls, [[flesh bulb]]s can be found that light the immediate area, and [[flesh sack]]s which may contain a varied assortment of loot. Once the caves become unstable, most of the fleshmass will gradually dissolve which may reveal new areas not explored previously. These areas may or may not contain more enemies which can overwhelm groups if released in quick succession.&lt;br /&gt;
&lt;br /&gt;
Much of the cave [[floor]] is made up of various stone types, or a flesh flooring wherever fleshmass was previously cleared from. Occasionally, patches of shallow water may be found that can impede movement. Rarely, one might find patches of rich [[soil]] with [[wild healroot]] growing from it. This may be harvested if the plants are mature enough, but will not grow further due to the lack of adequate sunlight.&lt;br /&gt;
&lt;br /&gt;
The entire border of the map will not contain fleshmass and will always be surrounded in a type of stone wall. This wall may still be mined past like any other to reach the map edge. Strangely, the green border used to escape a tile found while attacking [[faction]] settlements will appear if any bordering rock wall is destroyed. However, this cannot be utilized as an escape method from the caves. It is unknown whether this is intentional or not.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the undercave:&lt;br /&gt;
* [[Fleshmass]] - A fleshy barrier which must be destroyed to grant passageway{{Check Tag|Add Details}}.&lt;br /&gt;
* [[Plants]] - Several forms of plant life can be found within the undercave:&lt;br /&gt;
** [[Agarilux]]&lt;br /&gt;
** [[Wild healroot]] - Found rarely within patches of rich soil underground, will not grow due to lack of sunlight.&lt;br /&gt;
** [[Timbershroom]]{{IdeologyIcon}}&lt;br /&gt;
** TBD {{Check Tag|Add Details}}&lt;br /&gt;
* [[Ruins]] - Similar to the structures found above ground, multiple man-made buildings can be encountered within the caves. Examples:&lt;br /&gt;
** [[Ancient generator]]&lt;br /&gt;
** TBD {{Check Tag|Add Details}}&lt;br /&gt;
* TBD (compile any other structures found within the caves here){{Check Tag|Add Details}}&lt;br /&gt;
&lt;br /&gt;
{{Move|destination=Flesh sack|reason=Unclutter structures and create dedicated page for Flesh sack loot chances}}&lt;br /&gt;
&lt;br /&gt;
* [[Flesh sack]] - Containers made from the same flesh as the surrounding growths they are typically encased in. A pawn may attack the pod which will then drop its contents on the floor nearby. May contain:&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** [[Artificial body parts|Implants]]&lt;br /&gt;
** [[Human]] [[corpse]]s - Stripping these corpses may yield more loot within the dead pawns inventory:&lt;br /&gt;
*** [[Tainted]] [[clothes]]&lt;br /&gt;
*** [[Meal]]s&lt;br /&gt;
**** [[Simple meal]]&lt;br /&gt;
**** [[Fine meal]]&lt;br /&gt;
**** [[Packaged survival meal]]&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
(Loot)&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some sections of the caves might contain enemies. These foes may be asleep upon discovery and might wake up if the area is entered or a disturbance is caused{{Check Tag|Verify}}.&lt;br /&gt;
Enemies that can possibly spawn within the caves:&lt;br /&gt;
* [[Fingerspike]]&lt;br /&gt;
* [[Trispike]]&lt;br /&gt;
* [[Toughspike]]&lt;br /&gt;
* [[Bulbfreak]]&lt;br /&gt;
* [[Dreadmeld]]&lt;br /&gt;
&lt;br /&gt;
The similarly themed [[fleshmass heart]] will not be encountered within the undercave.&lt;br /&gt;
&lt;br /&gt;
Insects will not be found within these caverns, despite the entire map being classed as overhead mountain and within the temperature range for hives to spawn.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
(Analysis)&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unnatural_darkness&amp;diff=145326</id>
		<title>Unnatural darkness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unnatural_darkness&amp;diff=145326"/>
		<updated>2024-05-04T20:15:10Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=needs more exact information, page mostly copied from [[Noctolith]]}}&lt;br /&gt;
{{Image wanted|reason=examples of ambient damage, visual of map darkness, noctol raids(?)}}&lt;br /&gt;
{{Merge|destination=Noctolith|reason=Noctoliths/Noctols are necessarily a part of this event}}&lt;br /&gt;
&lt;br /&gt;
'''Unnatural darkness''' is an event added by the [[Anomaly DLC]]. After a short warning, all unlit tiles in the map will become shrouded in near-total darkness and lingering within it will cause damage to pawns {{Check Tag|Does this affect all pawns or just friendlies?}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
When the event begins, the map will gradually grow dark no matter the time of day, and all colonists will receive a {{Bad|-5}} Unnatural Darkness mood debuff. However, this is only the first phase. Several hours after it reaches the equivalent of standard nightfall, several [[Noctolith|Noctoliths]] will appear at random unlit locations and the map will be rapidly covered in darkness, rendering objects which are not within range of a light source difficult to see. Any pawn that spends time within these dark areas risks being randomly injured by an unspecified claw attack, inflicting sharp damage and bleeding. These attacks do not originate from any particular entity, and are instead inflicted by the darkness itself. Throughout the event, [[Noctol]] raids are triggered, containing large swarms of extremely powerful entities. However, Noctols are significantly weaker if exposed to any amount of light, suffering {{bad|+15%}} pain, {{bad|+200%}} melee cooldown, and {{bad|-50%}} movement speed. As such, it is important to keep one's colony well-lit to keep the Noctol attacks manageable.&lt;br /&gt;
&lt;br /&gt;
The Noctoliths that spawn do not take any direct action against you, but the only way to end the darkness early is to destroy them all. However, when attacked, a Noctolith will summon a group of Noctols to defend itself. Alternatively, if you can endure several days of being sieged, you can simply wait it out. Within 6-8 days, the Unnatural darkness passes naturally.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The Unnatural Darkness event can be an enormous pain if encountered in early game. The random damage dealt to pawns that wander outside lit areas can be debilitating or even deadly if endured long enough, and the Noctols which periodically raid the player pose a significant threat. It is important to note that other events may still occur during this time: for example, there is nothing stopping a Pit Gate from spawning during a Noctol raid, or for a solar flare to knock out your electronics to devastating effect. While it is entirely possible to wait out the event, relying on your food stocks and well-lit fortifications to fend off the Noctols, you increase the chance of disaster if you allow the event to last longer than it needs to. Unnatural darkness can be especially dangerous if you rely on outdoor farming or [[solar generator]]s, neither of which will function without light. [[Sun lamp]]s and [[hydroponics basin]]s can overcome this limitation to farming, but ideally you should have several days' worth of food stocked regardless.&lt;br /&gt;
&lt;br /&gt;
Although it will likely be too late to fix if one is surprised by this event, keeping one's base well-lit is a live-saving preventative measure, as it both prevents the spawning of Noctoliths inside the base, and ensures that the Noctols will be weakened when they approach. It could be theoretically advantageous for a Noctolith to spawn within one's base as it drastically shortens the journey required to reach and destroy it, but because the spawn locations are unpredictable, this strategy is not recommended.&lt;br /&gt;
&lt;br /&gt;
Keeping pawns from wandering is crucial if you want to avoid needless deaths. Consider adjusting work priorities to keep your pawns inside, researching and cleaning rather than going outdoors. They might not enjoy these tasks, but it's far safer. Another option is to assign areas and restrict your pawns to these safe zones. Alternatively, you can attempt to destroy the Noctoliths. This is risky, but can significantly hasten the end of the event and rewards you with [[shard]]s.&lt;br /&gt;
&lt;br /&gt;
Sending out teams of builders to create a path of torches is sufficient to reach a Noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the Noctolith from a distance. Noctol raids will almost certainly occur while you travel, but a crew of well-armed pawns can easily shoot down single Noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a Noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per Noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. In addition, as the Noctoliths themselves generate several tiles of light, a [[ghoul]] can be sent through moderate stretches of darkness to deal with it in melee. It can regenerate the damage from any hits the darkness delivers, and once it arrives at the Noctolith, it can gradually punch the structure to rubble in relative safety. Alternately, a melee pawn with fast movement speed, the skip psycast, or a jetpack can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a breach axe for the extra building damage.  Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of Noctols.&lt;br /&gt;
&lt;br /&gt;
==Anomaly Endgame==&lt;br /&gt;
In addition to spawning as a unique event, Unnatural darkness will also occur once the [[Void monolith]] is awakened. In this case, the darkness requires defeating two waves of [[Void structures]] rather than Noctoliths, but the darkness' damage mechanics remain the same.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unnatural_darkness&amp;diff=145324</id>
		<title>Unnatural darkness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unnatural_darkness&amp;diff=145324"/>
		<updated>2024-05-04T20:14:25Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=needs more exact information, page mostly copied from [[Noctolith]]}}&lt;br /&gt;
{{Image wanted|reason=examples of ambient damage, visual of map darkness, noctol raids(?)}}&lt;br /&gt;
{{Merge|destination=Noctolith|reason=Noctoliths/Noctols are necessarily a part of this event}}&lt;br /&gt;
&lt;br /&gt;
Unnatural darkness is an event added by the [[Anomaly DLC]]. After a short warning, all unlit tiles in the map will become shrouded in near-total darkness and lingering within it will cause damage to pawns {{Check Tag|Does this affect all pawns or just friendlies?}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
When the event begins, the map will gradually grow dark no matter the time of day, and all colonists will receive a {{Bad|-5}} Unnatural Darkness mood debuff. However, this is only the first phase. Several hours after it reaches the equivalent of standard nightfall, several [[Noctolith|Noctoliths]] will appear at random unlit locations and the map will be rapidly covered in darkness, rendering objects which are not within range of a light source difficult to see. Any pawn that spends time within these dark areas risks being randomly injured by an unspecified claw attack, inflicting sharp damage and bleeding. These attacks do not originate from any particular entity, and are instead inflicted by the darkness itself. Throughout the event, [[Noctol]] raids are triggered, containing large swarms of extremely powerful entities. However, Noctols are significantly weaker if exposed to any amount of light, suffering {{bad|+15%}} pain, {{bad|+200%}} melee cooldown, and {{bad|-50%}} movement speed. As such, it is important to keep one's colony well-lit to keep the Noctol attacks manageable.&lt;br /&gt;
&lt;br /&gt;
The Noctoliths that spawn do not take any direct action against you, but the only way to end the darkness early is to destroy them all. However, when attacked, a Noctolith will summon a group of Noctols to defend itself. Alternatively, if you can endure several days of being sieged, you can simply wait it out. Within 6-8 days, the Unnatural darkness passes naturally.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The Unnatural Darkness event can be an enormous pain if encountered in early game. The random damage dealt to pawns that wander outside lit areas can be debilitating or even deadly if endured long enough, and the Noctols which periodically raid the player pose a significant threat. It is important to note that other events may still occur during this time: for example, there is nothing stopping a Pit Gate from spawning during a Noctol raid, or for a solar flare to knock out your electronics to devastating effect. While it is entirely possible to wait out the event, relying on your food stocks and well-lit fortifications to fend off the Noctols, you increase the chance of disaster if you allow the event to last longer than it needs to. Unnatural darkness can be especially dangerous if you rely on outdoor farming or [[solar generator]]s, neither of which will function without light. [[Sun lamp]]s and [[hydroponics basin]]s can overcome this limitation to farming, but ideally you should have several days' worth of food stocked regardless.&lt;br /&gt;
&lt;br /&gt;
Although it will likely be too late to fix if one is surprised by this event, keeping one's base well-lit is a live-saving preventative measure, as it both prevents the spawning of Noctoliths inside the base, and ensures that the Noctols will be weakened when they approach. It could be theoretically advantageous for a Noctolith to spawn within one's base as it drastically shortens the journey required to reach and destroy it, but because the spawn locations are unpredictable, this strategy is not recommended.&lt;br /&gt;
&lt;br /&gt;
Keeping pawns from wandering is crucial if you want to avoid needless deaths. Consider adjusting work priorities to keep your pawns inside, researching and cleaning rather than going outdoors. They might not enjoy these tasks, but it's far safer. Another option is to assign areas and restrict your pawns to these safe zones. Alternatively, you can attempt to destroy the Noctoliths. This is risky, but can significantly hasten the end of the event and rewards you with [[shard]]s.&lt;br /&gt;
&lt;br /&gt;
Sending out teams of builders to create a path of torches is sufficient to reach a Noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the Noctolith from a distance. Noctol raids will almost certainly occur while you travel, but a crew of well-armed pawns can easily shoot down single Noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a Noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per Noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. In addition, as the Noctoliths themselves generate several tiles of light, a [[ghoul]] can be sent through moderate stretches of darkness to deal with it in melee. It can regenerate the damage from any hits the darkness delivers, and once it arrives at the Noctolith, it can gradually punch the structure to rubble in relative safety. Alternately, a melee pawn with fast movement speed, the skip psycast, or a jetpack can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a breach axe for the extra building damage.  Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of Noctols.&lt;br /&gt;
&lt;br /&gt;
==Anomaly Endgame==&lt;br /&gt;
In addition to spawning as a unique event, Unnatural darkness will also occur once the [[Void monolith]] is awakened. In this case, the darkness requires defeating two waves of [[Void structures]] rather than Noctoliths, but the darkness' damage mechanics remain the same.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flood_light&amp;diff=145323</id>
		<title>Flood light</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flood_light&amp;diff=145323"/>
		<updated>2024-05-04T19:41:07Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Verify current content and expand}}&lt;br /&gt;
{{Image Wanted|reason=Main image}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Flood light&lt;br /&gt;
| image = Flood Light.png&lt;br /&gt;
| description = A high-intensity light that's good for large outdoor spaces.&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 = 0.2&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| hp = 120&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -100&lt;br /&gt;
| glowradius = 24&lt;br /&gt;
| glowcolor = (214,148,94)&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Advanced lights&lt;br /&gt;
| work to make = 600&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''flood light''' is a [[furniture]] item that produces [[light]] in a wide radius.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=General. See [[Standing lamp]] for example. A tiles lit/watt comparisonwould also be good.}}&lt;br /&gt;
Flood lights require substantially more steel to build and power to run than standing lamps (50 steel vs 20 steel, and 100 W vs 30 W). Although flood lights provide a larger light radius, the maximum light intensity is still only 50%. That is, one cannot be used as a grow light and, if using [[Anomaly DLC]], they aren't any better for containing entities. As a result, the increased light radius is the only reason to choose a flood light over another type of light fixture.&lt;br /&gt;
&lt;br /&gt;
== Advanced lights ==&lt;br /&gt;
{{Stub|reason=Written detail on menu, options, color mixing in overlapping light radii etc. Verify that flood lights change colors|section=1}}&lt;br /&gt;
With the [[Research#Advanced lights|Advanced lights]] research, the power cost of flood lights are halved, to {{#expr:-0.5*{{P|Power Consumption}}}}W of power. Note that flood lights require Advanced Lights to construct, so they will only require {{#expr:-1*{{P|Power Consumption}}}}W if you acquire them some other way. Lights can also be changed to a variety of different colors, which have no gameplay effect. Lights of different colors will blend together.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ColoredLights.jpg|300px|thumb|none|(pre 1.4) Combining different colored lights for a &amp;quot;rainbow&amp;quot; feel to your colony. Light % is not additive above the maximum that single colored lights provide.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Advanced lights color picker.png|300px|thumb|none|Interface for choosing a lamp's color.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Gizmo lamp advanced lights.png|300px|thumb|none|Gizmos that appear when selecting a lamp with the advanced lights research completed.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
When it comes to lighting up large areas, the massive radius of flood lights is in many cases more convenient and power-efficient when compared to wall lamps or standing lamps. Although more compact rooms are usually better lit by smaller lamps, outside areas greatly benefit from the massive range. &lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
Flood lights are a vital preventative defense against [[Unnatural darkness]]. A [[Noctolith]] or even a [[Void structure]] can spawn in most unlit places, including one's base, which can be catastrophic for unprepared colonies. However, the large radius of a flood light makes it much easier to remove &amp;quot;blind spots,&amp;quot; ensuring that hostile structures are kept away from vulnerable areas.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideology_Min-Maxing&amp;diff=145300</id>
		<title>Ideology Min-Maxing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideology_Min-Maxing&amp;diff=145300"/>
		<updated>2024-05-04T07:06:21Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: more clear language&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;
== 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;
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If combat isn't an issue to your colony, then Supremacist loses a lot of its appeal.&lt;br /&gt;
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=== 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;
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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;
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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;
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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;
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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;
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== Notable memes ==&lt;br /&gt;
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=== Pain is virtue ===&lt;br /&gt;
[[File:Pain is virtue.png|64px]]&lt;br /&gt;
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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;
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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;
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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;
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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;
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=== 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;
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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;
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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;
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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;
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=== 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;
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[[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;
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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;
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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;
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Great synergy with the [[Genes#Drugs|drug dependency]] genes.{{BiotechIcon}}&lt;br /&gt;
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=== 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;
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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;
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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;
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=== 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;
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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;
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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;
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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;
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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;
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== 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;
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'''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;
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'''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.&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 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;
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'''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;
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'''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.&lt;br /&gt;
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== Precepts ==&lt;br /&gt;
Of the precepts that are not exclusive to memes...&lt;br /&gt;
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'''Precepts present in (and adjustable in) the base ideoligion:'''&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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! style=&amp;quot;width: 12%&amp;quot; | Precept !! Reason&lt;br /&gt;
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|'''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;
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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;
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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;
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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;
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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;
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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;
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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;
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'''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;
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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;
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'''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;
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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;
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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;
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{| 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;
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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;
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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;
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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;
* [[Roles#Leaders|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 [[Genes#Strong melee damage|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;
* 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.&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}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Psychic_Sensitivity_Factor_Table&amp;diff=145284</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=145284"/>
		<updated>2024-05-04T06:12:58Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: &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;
:{{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|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>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_sculpture&amp;diff=145209</id>
		<title>Void sculpture</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_sculpture&amp;diff=145209"/>
		<updated>2024-05-03T06:26:10Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Missing Information}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| type = Art&lt;br /&gt;
| image = Void sculpture a.png&lt;br /&gt;
| description = An unsettling sculpture made from bioferrite. The psychic properties of bioferrite enhance the quality of any psychic rituals performed nearby.&amp;lt;br/&amp;gt;Up to six void sculptures can connect to a psychic ritual spot. &lt;br /&gt;
| hp = 90&lt;br /&gt;
| market value = &amp;lt;!-- GenericMarketSellable = false | Tradeability = None --&amp;gt;&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| beauty = 60&lt;br /&gt;
| cover = .35&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| styledominance = 10&lt;br /&gt;
| production facility 1 = Art bench&lt;br /&gt;
| work to make = 24000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| has quality = True&lt;br /&gt;
| tradeTags = Art&lt;br /&gt;
| research = Void sculptures&lt;br /&gt;
}}&lt;br /&gt;
'''Void sculptures''' are [[sculpture]]s added by the [[Anomaly DLC]] that enhance the quality of [[psychic rituals]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Void sculptures provide a bonus to the quality of [[psychic rituals]] when linked to a [[psychic ritual spot]]. The bonus to ritual quality scales with the quality of the sculpture, and up to 6 sculptures can be linked to a single spot, for a hypothetical limit of 30%. If more than 6 sculptures are nearby, the sculptures nearest to the psychic ritual spot will be selected, not the sculptures with the highest quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Because a ritual spot can only have 6 void sculptures linked to it, it is important to maximize quality. Awful or Poor quality sculptures only provide +1% ritual quality, Normal or Good sculptures provide +2%, Excellent or Masterwork sculptures provide +3%, and Legendary sculptures provide a massive +5% buff. Provided enough high-quality sculptures, it is possible to reach the cap of 100% ritual quality, dramatically improving the outcome of the ritual.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Possible variants of void sculptures&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
File:Void_sculpture_a.png | Variant A&lt;br /&gt;
File:Void_sculpture_b.png | Variant B&lt;br /&gt;
File:Void_sculpture_c.png | Variant C&lt;br /&gt;
File:Void_sculpture_d.png | Variant D&lt;br /&gt;
File:Void_sculpture_e.png | Variant E&lt;br /&gt;
File:Void_sculpture_f.png | Variant F&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
Categories here.&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Psychic_Sensitivity_Factor_Table&amp;diff=145204</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=145204"/>
		<updated>2024-05-03T06:06:20Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: &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;
| ×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;
| ×200%&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|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>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145202</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145202"/>
		<updated>2024-05-03T04:22:24Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: formatted numbers more clearly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, and explain awakening event}}&lt;br /&gt;
{{Move|reason=Verify ingame name}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| image = Void monolith.png&lt;br /&gt;
| name = Monolith&lt;br /&gt;
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The void monolith is a structure{{Check Tag|?}} that is the center point of the [[Anomaly DLC]]. It is used to start the arrival of [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The monolith will already be on the map as a fallen monolith when the player generates a new world. &lt;br /&gt;
&lt;br /&gt;
If there is no monolith, e.g. after loading a save file without the [[Anomaly (DLC)|Anomaly DLC]], a &amp;quot;strange signal&amp;quot; quest will appear. After accepting this quest, a monolith will arrive soon. &lt;br /&gt;
&lt;br /&gt;
When spawning the Void monolith via the 'strange signal' quest, the position of the monolith is determined as soon as the quest itself spawns. It can not be manipulated without modifying the save file. The arrival will destroy all structures present at the chosen spot.  &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Void Monolith is the first [[Entity]] that the player will encounter. It will start deactivated, but will activate when a pawn is assigned to investigate it and all warnings are ignored. (If you are on the anomaly start, the Void Monolith will activate itself). Upon first activating the monolith, a gray pall will immediately occur, and colonists will be able to begin studying it. Studying it will cause entities to begin appearing in your colony, much as studying the mechanoid transponder started the process for [[Mechanitor]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
After a certain amount of study, your researchers will grow to better understand the monolith, increasing the amount of research it provides.  For this reason, it's important to research it whenever it's available.&lt;br /&gt;
&lt;br /&gt;
The monolith cannot be moved and is important to an Anomaly playthrough, so its position should be taken into consideration when planning your base. If unable to directly base around or nearby the monolith, it is advised to create a safe and lit path from the colony to the monolith so colonists can safely study it and interact with it if necessary, especially during events such as unnatural darkness.  Note that building your base directly around the monolith may or may not have long term risks.{{Check Tag|Does it or does it not?}}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
On &amp;quot;The Anomaly&amp;quot; scenario, the monolith will activate itself after approximately 4 days if not interacted with. It will then upgrade itself to Tier 1.&lt;br /&gt;
&lt;br /&gt;
After 5 basic Entities are encountered on Tier 1, it will be possible to Attune the Monolith to Tier 2. This will cause it to now produce Advanced research, but will also allow for more dangerous and frequent Anomaly events.{{Check Tag|?|What events are prevented from occurring until this happens?}} After 12 Advanced Anomaly Entities have been discovered, you can awaken the Obelisk to Tier 3, beginning the process of [[Endings#The_Void|entering the Void]], which at its conclusion further ascends the monolith to Tier 4, and allows a single colonist to enter an alternate dimension to interact with the void node. Upon entering the void, the colonist is presented with two choices: they can either disrupt the link to the colony's dimension, or further embrace the void's power. Choosing to embrace the void will grant a unique hediff, &amp;quot;Void touched,&amp;quot; which disables the need for sleep and comfort, gives x200% [[Psychic sensitivity]] and x200% [[Research#Anomaly|Study effiency]], and grants a healing factor of 100 hp/day. Additionally, embracing the void will grant the &amp;quot;inhumanized&amp;quot; hediff, grants four charges of death refusal and five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives a +14 &amp;quot;Embraced the void&amp;quot; moodlet for 60 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Psychic_Sensitivity_Factor_Table&amp;diff=145201</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=145201"/>
		<updated>2024-05-03T06:04:28Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: &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;
| ×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;
| ×200%&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 1.00x&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>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=145200</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=145200"/>
		<updated>2024-05-03T06:03:32Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Merge|destination=Void monolith|destination2=Void node|reason= Condition is gained from Void node}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Void touched''' is a special condition acquired from touching the [[Void node]] after [[Endings#Embrace_the_void|embracing the void]]. A Void touched pawn receives the following buffs:&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] needs are disabled.&lt;br /&gt;
* ×200% [[Psychic sensitivity]].&lt;br /&gt;
* ×200% [[Research#Anomaly|Study efficiency]].&lt;br /&gt;
* The pawn gains a healing factor of 100 hp/day, similarly to that of a ghoul, including the ability to heal scars and regenerate missing body parts.&lt;br /&gt;
&lt;br /&gt;
Additionally, embracing the void will grant the &amp;quot;inhumanized&amp;quot; hediff, grants four charges of death refusal and five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives a +14 &amp;quot;Embraced the void&amp;quot; moodlet for 60 days.&lt;br /&gt;
&lt;br /&gt;
Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though there are [[Corrupted obelisk|ways around this.]] Once obtained, Void touched can not be removed, not even through a [[Psychic rituals#Brainwipe|Brainwipe]]. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant mood bonus in the process.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the ×200% Psychic sensitivity multiplier provides incredible support during combat, especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a [[Circadian half-cycler]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Although the ×200% Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category:Anomaly]]&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Psychic_Sensitivity_Factor_Table&amp;diff=145199</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=145199"/>
		<updated>2024-05-03T04:30:17Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: Added Anomaly DLC content&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;
| 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;
| 200%&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]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&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>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=145198</id>
		<title>Psychic rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=145198"/>
		<updated>2024-05-03T04:58:19Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: detailed psychophagy&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;Summon fleshbeasts&amp;quot;&lt;br /&gt;
! width=64px height=64px | Summon fleshbeasts&amp;lt;br&amp;gt;[[File:Summon fleshbeasts.png|64px|link=|alt=Summon 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;
&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;
| - &lt;br /&gt;
| - &lt;br /&gt;
| - &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;
* 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;
&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &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;
&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &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;
| &lt;br /&gt;
| &lt;br /&gt;
| &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;
* 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. 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>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=145197</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=145197"/>
		<updated>2024-05-03T05:47:01Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Merge|destination=Void monolith|destination2=Void node|reason= Condition is gained from Void node}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Void touched''' is a special condition acquired from touching the [[Void node]] after [[Endings#Embrace_the_void|embracing the void]]. A Void touched pawn receives the following buffs:&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] needs are disabled.&lt;br /&gt;
* x200% [[Psychic sensitivity]].&lt;br /&gt;
* x200% [[Research#Anomaly|Study efficiency]].&lt;br /&gt;
* The pawn gains a healing factor of 100 hp/day, similarly to that of a ghoul, including the ability to heal scars and regenerate missing body parts.&lt;br /&gt;
&lt;br /&gt;
Additionally, embracing the void will grant the &amp;quot;inhumanized&amp;quot; hediff, grants four charges of death refusal and five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives a +14 &amp;quot;Embraced the void&amp;quot; moodlet for 60 days.&lt;br /&gt;
&lt;br /&gt;
Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though there are [[Corrupted obelisk|ways around this.]] Once obtained, Void touched can not be removed, not even through a [[Psychic rituals#Brainwipe|Brainwipe]]. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant mood bonus in the process.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the x200% Psychic sensitivity multiplier provides incredible support during combat, especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a [[Circadian half-cycler]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Although the %200 Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category:Anomaly]]&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rest&amp;diff=145192</id>
		<title>Rest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rest&amp;diff=145192"/>
		<updated>2024-05-03T04:47:42Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: Added information about disabling need for sleep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=[[Circadian assistant]] {{RoyaltyIcon}}, [[Sleep accelerator]] {{IdeologyIcon}}, [[Genes#Sleep|Sleep gene]] {{BiotechIcon}} effects should be reflect in math. List of things that affect the numbers ala Capacities and Stats. Below approximately 2 hours of sleep, pawns dont get the moodlet from their room - unknown if thats per sitting or per day, but it should be considered when compsring no sleep/circ half cyclers vs stacking reductions}}&lt;br /&gt;
'''Rest''' is the game mechanic that controls [[Characters]]' [[needs]] for sleep. A character with a higher rest value has slept recently, and is less tired than another character with a low rest level.&lt;br /&gt;
&lt;br /&gt;
== Levels of Rest ==&lt;br /&gt;
Characters' rest level is grouped into four thresholds: Rested, Tired, Very Tired, and Exhausted. Each threshold exhibits different effects on a character. A pawn that is tired will have lowered [[mood]], and have a lowered [[Immunity Gain Speed]] against [[disease]]s. Sleep does not impact any sort of work- or combat- related stat.&lt;br /&gt;
&lt;br /&gt;
The rest levels are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Rest&lt;br /&gt;
! Mood Debuff&lt;br /&gt;
! Immunity Speed&lt;br /&gt;
! Thought&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Exhaustion|Rested]]&lt;br /&gt;
| &amp;gt;= 28%&lt;br /&gt;
| ''None''&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Exhaustion|Drowsy]]&lt;br /&gt;
| &amp;gt;=14% and &amp;lt;28%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|x96%}}&lt;br /&gt;
| I haven't slept in a while. It's hard to keep focus.&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Exhaustion|Tired]]&lt;br /&gt;
| &amp;gt;=1% and &amp;lt;14%&lt;br /&gt;
| {{--|12}}&lt;br /&gt;
| {{Bad|x92%}}&lt;br /&gt;
| I'm so tired. I just want to lay down and rest for a few minutes...&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Exhaustion|Exhausted]]&lt;br /&gt;
| &amp;lt;=1%&lt;br /&gt;
| {{--|18}}&lt;br /&gt;
| {{Bad|x80%}}&lt;br /&gt;
| I'm so exhausted I can barely stand. My eyelids have lead weights on them. Let me sleep...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rest caps at 0% and 100%. When a character's rest level is 0, they may collapse from exhaustion; they will immediately begin sleeping on the ground wherever they are. [[Draft]]ing will wake them up immediately.&lt;br /&gt;
&lt;br /&gt;
== Rest Changes ==&lt;br /&gt;
==== Negative ====&lt;br /&gt;
When awake, rest goes down every 150 ticks (1/400 of a game day) depending on the character's current rest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Threshold range&lt;br /&gt;
! Rest change per 150 ticks&lt;br /&gt;
! Rest change per game day&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no rest is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no rest is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% rest&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no rest is gained and the starting rest is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% rest&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no rest is gained and the starting rest is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Rested &lt;br /&gt;
| 100% - 28%&lt;br /&gt;
| {{#expr: 150 * 1.5833333*(10^-5) * 1 * 100 round 3}}% &amp;lt;!--RestFallPerTick has eqn of 1.5833333E-05f * this.RestFallFactor; x150 for 150ticks, x100 to convert into percentage--&amp;gt;&lt;br /&gt;
| {{#expr: 60000 * 1.5833333*(10^-5) * 1 * 100 round 0}}% &amp;lt;!--RestFallPerTick has eqn of 1.5833333E-05f * this.RestFallFactor; x60000 for number of ticks in a day, x100 to convert into percentage--&amp;gt;&lt;br /&gt;
| {{Ticks|{{#expr: 72/(1.5833333*(10^-5) * 1 * 100) round 0}} }} &amp;lt;!--72% of the bar/percentage per tick = ticks--&amp;gt;&lt;br /&gt;
| {{#expr: (72/(1.5833333*(10^-5) * 1 * 100))/2500 round 3}} hours &amp;lt;!--ticks/2500 ticks per hour = hours--&amp;gt;&lt;br /&gt;
| {{Ticks|0}}&lt;br /&gt;
| 0 hours&lt;br /&gt;
|-&lt;br /&gt;
! Drowsy &lt;br /&gt;
| 28% - 14%&lt;br /&gt;
| {{#expr: 150 * 1.5833333*(10^-5) * 1 * 0.7 * 100 round 3}}%&lt;br /&gt;
| {{#expr: 60000 * 1.5833333*(10^-5) * 1 * 0.7 * 100 round 0}}%&lt;br /&gt;
| {{Ticks|{{#expr: 14/(1.5833333*(10^-5) * 1 * 0.7 * 100) round 0}} }}&lt;br /&gt;
| {{#expr: (14/(1.5833333*(10^-5) * 1 * 0.7 * 100))/2500 round 3}} hours&lt;br /&gt;
| {{Ticks|{{#expr: 72/(1.5833333*(10^-5) * 1 * 100) round 0}} }}&lt;br /&gt;
| {{#expr: (72/(1.5833333*(10^-5) * 1 * 100))/2500 round 3}} hours &lt;br /&gt;
|-&lt;br /&gt;
! Tired &lt;br /&gt;
| 14% - 1%&lt;br /&gt;
| {{#expr: 150 * 1.5833333*(10^-5) * 1 * 0.3 * 100 round 3}}%&lt;br /&gt;
| {{#expr: 60000 * 1.5833333*(10^-5) * 1 * 0.3 * 100 round 0}}%&lt;br /&gt;
| {{Ticks|{{#expr: 13/(1.5833333*(10^-5) * 1 * 0.3 * 100) round 0}} }}&lt;br /&gt;
| {{#expr: (13/(1.5833333*(10^-5) * 1 * 0.3 * 100))/2500 round 3}} hours&lt;br /&gt;
| {{Ticks|{{#expr: 72/(1.5833333*(10^-5) * 1 * 100) + 14/(1.5833333*(10^-5) * 1 * 0.7 * 100) round 0}} }}&lt;br /&gt;
| {{#expr: (72/(1.5833333*(10^-5) * 1 * 100) + 14/(1.5833333*(10^-5) * 1 * 0.7 * 100))/2500 round 3}} hours &lt;br /&gt;
|-&lt;br /&gt;
! Exhausted &lt;br /&gt;
| 1% - 0%&lt;br /&gt;
| {{#expr: 150 * 1.5833333*(10^-5) * 1 * 0.6 * 100 round 3}}%&lt;br /&gt;
| {{#expr: 60000 * 1.5833333*(10^-5) * 1 * 0.6 * 100 round 0}}%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{Ticks|{{#expr: 72/(1.5833333*(10^-5) * 1 * 100) + 14/(1.5833333*(10^-5) * 1 * 0.7 * 100) + 13/(1.5833333*(10^-5) * 1 * 0.3 * 100) round 0}} }}&lt;br /&gt;
| {{#expr: (72/(1.5833333*(10^-5) * 1 * 100) + 14/(1.5833333*(10^-5) * 1 * 0.7 * 100) + 13/(1.5833333*(10^-5) * 1 * 0.3 * 100))/2500 round 3}} hours &lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
==== Positive ====&lt;br /&gt;
When a character rests in a bed, their Rest value increases over time. At 100% Rest Effectiveness and 100% Rest Rate Multiplier, a character requires 10.5 hours (26,250 ticks) to full rest from 0% to 100%.&lt;br /&gt;
&lt;br /&gt;
 Every 150 ticks (2.5 seconds at 1x speed), rest increases by 100% * (Ticks in interval (150) / Ticks Per Game Day (60000)) * (Hours per day (24) / Sleep Hours for Full (10.5)) * Rest Effectiveness * Rest Rate Multiplier&lt;br /&gt;
 = 100% * (150 * 24) / (60000 * 10.5) * Rest Effectiveness * Rest Rate Multiplier&lt;br /&gt;
 = (100%/175) * Rest Effectiveness * Rest Rate Multiplier&lt;br /&gt;
 = ~0.57143% * Rest Effectiveness * Rest Rate Multiplier&lt;br /&gt;
&lt;br /&gt;
175 of these 150-tick intervals is the 26,250 ticks (10.5 in-game hours) required to fully rest from 0%.&lt;br /&gt;
&lt;br /&gt;
== Stat multipliers ==&lt;br /&gt;
There are 3 main stats that affect Rest per day:&lt;br /&gt;
* [[Rest Effectiveness]] - a [[bed]] stat that increases Rest% per time sleeping.&lt;br /&gt;
* [[Rest Rate Multiplier]] - a character (pawn) stat that increases Rest% per time sleeping.&lt;br /&gt;
* [[Sleep Fall Rate]] - a multiplier on the speed that a person's [[Rest|sleep need]] falls when awake.&lt;br /&gt;
&lt;br /&gt;
In other words, boosting the first 2 stats will ''decrease time spent sleeping''. Lowering Sleep Fall Rate will ''increase the time before needing to sleep''.&lt;br /&gt;
&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
[[Rest Effectiveness]] depends on the object the character is sleeping on:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object&lt;br /&gt;
! Rest Effectiveness (Base)&lt;br /&gt;
! Rest increase per 150 ticks&lt;br /&gt;
! Rest increase per full 24-hour game day&lt;br /&gt;
|-&lt;br /&gt;
| Sleeping Spot or Ground&lt;br /&gt;
| 0.8&lt;br /&gt;
| ~0.45714%&lt;br /&gt;
| ~182.857%&lt;br /&gt;
|-&lt;br /&gt;
| Bedroll&lt;br /&gt;
| 0.95&lt;br /&gt;
| ~0.54286%&lt;br /&gt;
| ~217.143%&lt;br /&gt;
|-&lt;br /&gt;
| Bed&lt;br /&gt;
| 1.0&lt;br /&gt;
| ~0.57143%&lt;br /&gt;
| ~228.571%&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bed&lt;br /&gt;
| 1.05&lt;br /&gt;
| 0.6%&lt;br /&gt;
| 240%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
which is then multiplied by the [[quality]] of that object:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&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;
! Rest Effectiveness &lt;br /&gt;
| 0.86 || 0.92 || 1.0 || 1.08 || 1.14 || 1.25 || 1.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A [[sleep accelerator]]{{IdeologyIcon}} adds +35% to Rest Effectiveness, which is then multiplied by the ''bed'''s quality.&lt;br /&gt;
&lt;br /&gt;
=== Rest Rate Multiplier ===&lt;br /&gt;
[[Rest Rate Multiplier]] is a stat of a pawn, which depends on the health of the pawn:&lt;br /&gt;
* [[Blood Pumping]] has a .3 weight&lt;br /&gt;
* [[Metabolism]] has a .3 weight&lt;br /&gt;
* [[Breathing]] has a .3 weight&lt;br /&gt;
[[Bionic]]s, [[luciferium]], and injuries can all increase/lower the component stats, thus having an effect on RRM.&lt;br /&gt;
&lt;br /&gt;
This multiplier stacks with rest effectiveness. Therefore, when a character with 100% Rest Rate Multiplier reaches the Tired threshold (28%), it takes them this long to return to full (100%) rest:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object&lt;br /&gt;
! Ticks to Full Rest&lt;br /&gt;
! Hours to Full Rest&lt;br /&gt;
! % of Day to Full Rest&lt;br /&gt;
|-&lt;br /&gt;
| Sleeping Spot / Ground (0.8)&lt;br /&gt;
| 23,625&lt;br /&gt;
| ‭9.45&lt;br /&gt;
| 39.375%&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bed (1.0)&lt;br /&gt;
| 18,900&lt;br /&gt;
| 7.56&lt;br /&gt;
| 31.5%&lt;br /&gt;
|-&lt;br /&gt;
| Legendary Royal Bed (1.05 * 1.6 = 1.68)&lt;br /&gt;
| 11,250&lt;br /&gt;
| 4.5&lt;br /&gt;
| 18.75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sleep Fall Rate ===&lt;br /&gt;
{{Main|Sleep Fall Rate}}&lt;br /&gt;
Sleep Fall Rate determines how long a pawn can stay awake until they need to sleep again. Ideally it is as low as possible. It is decreased by [[go-juice]], [[wake-up]] and the three [[psychite]] drugs for the duration of their high, addiction increases it however (with the exception of go-juice). Notably the [[circadian assistant]] {{RoyaltyIcon}} improves it, while the diseases [[muscle parasites]], [[fibrous mechanites]] and [[sensory mechanites]] and the [[Psycasts|psychic hangover]] {{RoyaltyIcon}} are detrimental. It also depends on the [[Genes#Sleep|sleep genes]] {{BiotechIcon}}. It can range from {{Good|{{%|{{Q|Sleep Fall Rate|Effective Minimum}} }} }} to {{Bad|{{%|{{Q|Sleep Fall Rate|Effective Maximum}} }} }}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
There exists a balance point for every type/quality of bed (and character, if that character has offsets to Rest Rate Multiplier or Sleep Fall Rate), in which the hours spent sleeping and the hours spent awake during a 24-hour period precisely balance. This is ultimately a piecewise equation, as the Sleep fall rate is piecewise based on the current rest level (see above). We can ignore the Exhausted category, as a character must spend &amp;gt;24 hours awake (if starting at 100% rest) before reaching that threshold.&lt;br /&gt;
&lt;br /&gt;
As long as the character is awake for less than 18.189 hours per day, however, this is a single-part equation, as the character will never reach Tired. The percentage of the day that the character may stay awake, expressed as a decimal value, with a given RestMult (equal to Rest Effectiveness * Rest Rate Multiplier) is reached by solving the following equation for %DayAwake:&lt;br /&gt;
&lt;br /&gt;
 0.95 * %DayAwake = (1 - %DayAwake) * (24/10.5) * RestMult&lt;br /&gt;
&lt;br /&gt;
This gives the following equation:&lt;br /&gt;
&lt;br /&gt;
 %DayAwake = (320 * RestMult) / (320 * RestMult + 133)&lt;br /&gt;
&lt;br /&gt;
At 1.0 RestMult (normal unmodified character in a normal quality regular bed), this gives a value of 70.64% of the day awake, or ~16.95 hours. Higher RestMults will grant more hours per day awake per this equation, up to 18.189 hours (75.789% of the day) awake.&lt;br /&gt;
&lt;br /&gt;
Beyond that point, we need a piecewise equation. The RestMult needed to be awake for 18.189 hours per day (0.75789 %DayAwake) is 1.301, which can be achieved with only a masterwork Royal Bed. After this point, we can use a fixed value for the ~75% of the day awake before hitting Tired, which results in a 72% drop in rest, and then compute the remainder of the time awake off of the sleep fall rate when Tired (66.5% per day rather than 95% per day). This can be found by solving:&lt;br /&gt;
&lt;br /&gt;
 0.72 + (%DayAwake - (0.72/0.95))*0.665 = (1 - %DayAwake) * (24/10.5) * RestMult&lt;br /&gt;
&lt;br /&gt;
This gives:&lt;br /&gt;
&lt;br /&gt;
 %DayAwake = (16000*RestMult - 1512) / (16000*RestMult + 4655)&lt;br /&gt;
&lt;br /&gt;
At 1.3125 RestMult (an unmodified character in a masterwork Royal Bed), which is just past the threshold where this equation is needed, this gives a value of 75.962% 0f the day awake, or 18.231 hours.&lt;br /&gt;
&lt;br /&gt;
At 1.68 Rest Effectiveness (the legendary quality Royal Bed in the table above) and a character with the Quick Sleeper trait (50% Rest Rate Multiplier), a Bionic Heart (+25% Blood Pumping = 7.5% Rest Rate Multiplier), and a Bionic or Royalty stomach (all of which are +25% part efficiency -&amp;gt; +12.5% Metabolism -&amp;gt; 3.75% Rest Rate Multiplier), for a net of 1.5*1.075*1.0375 = 1.673 Rest Rate Multiplier, the RestMult = 1.68 * 1.673 = 2.811. At that level, the character can be awake for 87.573% of the day, or 21.017 hours.&lt;br /&gt;
&lt;br /&gt;
In theory, there also exists a point at which the Very Tired piece of the equation becomes a factor, but this would require a pawn to be awake for at least 96.84% of the day (23.242 hours). This would require a RestMult of at least 11.915 (ie. 1191.5%), which is impossible to hit in the base game (and even with most mod setups), and thus can be ignored.&lt;br /&gt;
&lt;br /&gt;
=== Circadian assistant ===&lt;br /&gt;
If the character is using a [[Circadian assistant]]{{RoyaltyIcon}}, their sleep fall rate is reduced by 20%, meaning it takes 25% longer to reach each threshold. The equations in this case must be re-derived (derivation is left as an exercise for the reader), but the simple answer is:&lt;br /&gt;
&lt;br /&gt;
* A character otherwise unmodified except for the Circadian Assistant, using a normal quality bed, can be awake for ~75.047% of the day (~18.011 hours), about 6.3% more of the day than without the implant.&lt;br /&gt;
* An otherwise-unmodified character in a masterwork Royal Bed can be awake for ~79.787% of a day (~19.149 hours), about 5% more of the day.&lt;br /&gt;
* The above bionically-modified Quick Sleeper pawn in a legendary quality Royal Bed, with the addition of a Circadian Assistant, could be awake for ~89.421% of a day (~21.461 hours), about 2.1% more of the day.&lt;br /&gt;
* None of these characters would ever reach &amp;quot;Tired&amp;quot;, which takes ~94.737% of a day, or ~22.737 hours, with a Circadian Assistant installed.&lt;br /&gt;
&lt;br /&gt;
=== Low sleep gene ===&lt;br /&gt;
The low sleep [[gene]]{{BiotechIcon}} reduces Sleep Fall Rate by x40%, meaning it takes 150% longer to reach each threshold.&lt;br /&gt;
* A character otherwise unmodified, using a normal quality bed, can be awake for ~85.74% of a day (20.577 hours). This is about 15.1% more of the day, or 3.6 hours, than without the gene.&lt;br /&gt;
* This gene reduces sleep so much that a pawn wouldn't get drowsy - it would take 45.47 hours awake to do so. &lt;br /&gt;
**At this point, setting an all anything schedule will provide more work time than a 24 hour schedule. A pawn with low sleep could sustain a 53.03hr cycle, (45.47 hr awake) + (7.56 hr sleep) without getting drowsy. The awake time % is still the same, but less time is spent walking to bed.&lt;br /&gt;
&lt;br /&gt;
== Disabling Rest Need ==&lt;br /&gt;
There are three ways to disable a pawn's need for rest entirely: &lt;br /&gt;
* The [[Circadian half-cycler]] {{RoyaltyIcon}} implant disables the rest need at the cost of -15% consciousness.&lt;br /&gt;
* The [[Genes#Sleep|Never sleep]] {{BiotechIcon}} gene disables the rest need but carries high complexity and genetic inefficiency.&lt;br /&gt;
* The [[Void touched]] {{AnomalyIcon}} condition disables the need for both rest and comfort, but can only be obtained after [[Endings#Embrace_the_void|embracing the void]].&lt;br /&gt;
&lt;br /&gt;
== Comparison tables ==&lt;br /&gt;
{{Rewrite|section=1|reason=Big tables aren't easy to read because MediaWiki has no frozen rows and columns. Host it elsewhere or [[Special:Upload|upload as a file]].}}&lt;br /&gt;
{{Stub|section=1|reason=Add variant tables for key Sleep Fall Rate ala [[quality]] tables - [[Psychite tea]], [[circadian assistant]], their combination, and maybe [[flake]]/[[yayo]]/[[go juice]] and [[wake up]] should be represented}}&lt;br /&gt;
&lt;br /&gt;
Below is table of the minimum sleep required for a number of combinations of [[Rest Rate Multiplier]]s and [[Rest effectiveness]]es that is infinitely sustainable. That is, each day the pawn will always return to the same state as they started the previous day. This information is displayed as a percentage of the day spent asleep, while the number in parentheses below is the hours spent asleep. &lt;br /&gt;
&lt;br /&gt;
'''Note''' two important limitations. Firstly each table assumes that the resting pawn has a given [[Sleep Fall Rate]] listed in the subheading. A pawn naturally has a factor of 1.0&lt;br /&gt;
&lt;br /&gt;
Secondly, for time asleep shorter than {{%|(24-18.189)/24}} ({{#expr: 24-18.189}} hrs) multiplied by the Sleep Fall Rate, if the pawn stays awake for a single contiguous block of time, they have enough time awake each day to get Drowsy before going to sleep and refilling their rest meter to 100% before midnight. As the sleep fall rate is piecewise accross the different states of tiredness, this means the minimum sleep time will vary depending on whether the awake time is contiguously or if a bi- or polyphasic sleep schedule is used. As the sleep fall rate ''decreases'' when it dips into Drowsy or below, this means that a monophasic sleep schedule will actually give more time awake but at the cost of having the {{--|6}} mood debuff for that time. A polyphasic sleep schedule can allow no Drowsy period but will take slightly longer. '''The table below assumes a properly implemented polyphasic sleep''' to prevent getting Drowsy - this is done because pawns will tend to want to sleep before getting Drowsy, it avoids the mood debuff, and it simplifies the creation of the table.&lt;br /&gt;
&lt;br /&gt;
=== Sleep Fall Rate of 1.0 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Rest Rate Multiplier]] !! colspan=&amp;quot;29&amp;quot; | [[Rest effectiveness]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Sleeping spot|Sleep. spot]]{{#vardefine:spotRE|{{Q|Sleeping spot|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Bed]] {{#vardefine:bedRE|{{Q|Bed|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Bed]] + [[Sleep accelerator]] {{#vardefine:bedAccelRE|({{#var:bedRE}}+0.35) }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Royal bed]] {{#vardefine:royalBedRE|{{Q|Royal bed|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Royal bed]] + [[Sleep accelerator]] {{#vardefine:royalBedAccelRE|({{#var:royalBedRE}}+0.35) }}&lt;br /&gt;
|- &amp;lt;!-- Rest effectiveness - all qualities of bed/hospital bed/slab bed and royal bed +/- sleep accelerator--&amp;gt;&lt;br /&gt;
! ''All''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:spotRE}} }})&lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.60 | 0}}) &lt;br /&gt;
|-&lt;br /&gt;
! 100%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;''Nothing''&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.00|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.00|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.00|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.00|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.00|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.00|color=1}} &lt;br /&gt;
|-&lt;br /&gt;
! 104%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.04|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.04|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.04|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.04|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.04|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.04|color=1}} &lt;br /&gt;
|-&lt;br /&gt;
! 107%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.07|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.07|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.07|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.07|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.07|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.07|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 111%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.11|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.11|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.11|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.11|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.11|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.11|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 118%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.18|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.18|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.18|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.18|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.18|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.18|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 122%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.22|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.22|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.22|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.22|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.22|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.22|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 126%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.26|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.26|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.26|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.26|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.26|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.26|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 150%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.50|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.50|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.50|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.50|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.50|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.50|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 156%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.56|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.56|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.56|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.56|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.56|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.56|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 161%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.61|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.61|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.61|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.61|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.61|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.61|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 166%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.66|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.66|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.66|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.66|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.66|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.66|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 177%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.77|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.77|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.77|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.77|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.77|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.77|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 183%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.83|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.83|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.83|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.83|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.83|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.83|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 190%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.90|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.90|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.90|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.90|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.90|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.90|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sleep Fall Rate of 0.8 ===&lt;br /&gt;
Equivalent to the sleep fall rate of a pawn with an installed [[circadian assistant]]. {{RoyaltyIcon}}{{#vardefine: restFallFactor|0.8}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Rest Rate Multiplier]] !! colspan=&amp;quot;29&amp;quot; | [[Rest effectiveness]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Sleeping spot|Sleep. spot]]{{#vardefine:spotRE|{{Q|Sleeping spot|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Bed]] {{#vardefine:bedRE|{{Q|Bed|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Bed]] + [[Sleep accelerator]] {{#vardefine:bedAccelRE|({{#var:bedRE}}+0.35) }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Royal bed]] {{#vardefine:royalBedRE|{{Q|Royal bed|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Royal bed]] + [[Sleep accelerator]] {{#vardefine:royalBedAccelRE|({{#var:royalBedRE}}+0.35) }}&lt;br /&gt;
|- &amp;lt;!-- Rest effectiveness - all qualities of bed/hospital bed/slab bed and royal bed +/- sleep accelerator--&amp;gt;&lt;br /&gt;
! ''All''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:spotRE}} }})&lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.60 | 0}}) &lt;br /&gt;
|-&lt;br /&gt;
! 100%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;''Nothing''&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
|-&lt;br /&gt;
! 104%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
|-&lt;br /&gt;
! 107%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 111%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 118%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 122%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 126%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 150%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 156%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 161%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 166%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 177%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 183%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 190%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sleep Fall Rate of 0.4 ===&lt;br /&gt;
Equivalent to the sleep fall rate of a pawn with the [[Genes#Low sleep|Low sleep gene]]. {{BiotechIcon}}{{#vardefine: restFallFactor|0.4}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Rest Rate Multiplier]] !! colspan=&amp;quot;29&amp;quot; | [[Rest effectiveness]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Sleeping spot|Sleep. spot]]{{#vardefine:spotRE|{{Q|Sleeping spot|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Bed]] {{#vardefine:bedRE|{{Q|Bed|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Bed]] + [[Sleep accelerator]] {{#vardefine:bedAccelRE|({{#var:bedRE}}+0.35) }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Royal bed]] {{#vardefine:royalBedRE|{{Q|Royal bed|Rest Effectiveness}} }}&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Royal bed]] + [[Sleep accelerator]] {{#vardefine:royalBedAccelRE|({{#var:royalBedRE}}+0.35) }}&lt;br /&gt;
|- &amp;lt;!-- Rest effectiveness - all qualities of bed/hospital bed/slab bed and royal bed +/- sleep accelerator--&amp;gt;&lt;br /&gt;
! ''All''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:spotRE}} }})&lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:bedAccelRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedRE}}*1.60 | 0}}) &lt;br /&gt;
! Awf.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*0.86 | 0}}) !! Poor.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*0.92 | 0}}) !! Norm.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.00 | 0}}) !! Good&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.08 | 0}}) !! Exc.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.14 | 0}}) !! Mast.&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.25 | 0}}) !! Leg. &amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{%|{{#var:royalBedAccelRE}}*1.60 | 0}}) &lt;br /&gt;
|-&lt;br /&gt;
! 100%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;''Nothing''&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.00|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
|-&lt;br /&gt;
! 104%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.04|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
|-&lt;br /&gt;
! 107%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.07|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 111%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.11|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 118%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.18|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 122%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.22|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 126%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Luciferium|L]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.26|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 150%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.50||RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 156%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.56|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 161%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.61|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 166%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.66|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 177%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.77|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 183%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic heart|BH]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.83|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|-&lt;br /&gt;
! 190%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;[[Bionic stomach|BS]]+[[Bionic heart|BH]]+[[Luciferium|L]]+[[Quick sleeper|QS]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Rest Hours Per Day|RE={{#var:spotRE}}|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:bedAccelRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.86)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*0.92)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.00)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.08)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.14)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.25)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}} &lt;br /&gt;
{{Rest Hours Per Day|RE=({{#var:royalBedAccelRE}}*1.60)|RRM=1.90|RFF={{#var: restFallFactor}}|color=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Dropping food from [[Gear#Inventory|inventory]] won't interrupt [[Rest|sleep]].&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
Pawn sleeping furniture:&lt;br /&gt;
* [[Sleeping spot]] - a free method to designate a place to sleep, but uncomfortable with terrible rest effectivness.&lt;br /&gt;
* [[Double sleeping spot]] - a sleeping spot equvialent bed that allows up to two pawns to sleep together. &lt;br /&gt;
* [[Bedroll]] - a portable, lower tech version of the bed that provides less comfort and rest effectivness.&lt;br /&gt;
* [[Double bedroll]] - a bedroll equvialent bed that allows up to two pawns to sleep together. &lt;br /&gt;
* [[Double bed]] - a bed equvialent bed that allows up to two pawns to sleep. &lt;br /&gt;
* [[Royal bed]] - an expensive double bed that provides additional comfort and rest effectiveness.&lt;br /&gt;
* [[Hospital bed]] - a bed equivalent with a larger immunity gain speed factor &lt;br /&gt;
[[Animal]] sleeping furniture:&lt;br /&gt;
* [[Animal sleeping spot]] - An animal-only equivalent to the sleeping spot&lt;br /&gt;
* [[Animal sleeping box]] - An animal-only bed with stats equivalent to the bedroll &lt;br /&gt;
* [[Animal bed]] - An animal-only bed equivalent to the bed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=145166</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=145166"/>
		<updated>2024-05-03T02:34:28Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: Added &amp;quot;strange talk&amp;quot; interaction from Anomaly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Social{{!}}Skills}}&lt;br /&gt;
[[File:SocialTab.png|frame|Example of a social tab]]&lt;br /&gt;
Each colonist has a '''social''' tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start a social fight, which will (if the colonists are well armed) do damage to both. There is also a possibility that while on berserk a colonist's father is killed by another colonist, so the father's family will dislike the killer (for the values check under Opinions). &lt;br /&gt;
&lt;br /&gt;
The social needs of a pawn also came with marriages and lovers (as seen below in the Opinions section) and as of Alpha 14 humans now do incest. This means that a colonist's father and lover can be the same person.&lt;br /&gt;
&lt;br /&gt;
= Opinion =&lt;br /&gt;
There are multiple different types of relations possible between pawns. They are based on both the opinions between these pawns and their familial ties. Opinions are affected by social interaction and the actions of the player.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Stub|section=1|reason=Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]]}}&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Beauty Change&lt;br /&gt;
! Opinion Change&lt;br /&gt;
|-&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| +40&lt;br /&gt;
|- &lt;br /&gt;
! Pretty&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|- &lt;br /&gt;
! Ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|- &lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic nose]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic shaper]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Social Interactions ==&lt;br /&gt;
Random social interactions happen between pawns when they are in near vicinity of each other. The ratio between good and bad interactions (partially) depends on a hidden value called pawn compatibility. This value is random and can be found when toggling the dev tools. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chitchat&lt;br /&gt;
| 0.66&lt;br /&gt;
| 10&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had deep talk&lt;br /&gt;
| 15&lt;br /&gt;
| 10*&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Slighted&lt;br /&gt;
| -5&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Strange talk** {{AnomalyIcon}} &lt;br /&gt;
| -4&lt;br /&gt;
| 1*&lt;br /&gt;
| Unknown&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
=== Chitchat ===&lt;br /&gt;
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.&lt;br /&gt;
=== Deep talk ===&lt;br /&gt;
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.&lt;br /&gt;
=== Insulted ===&lt;br /&gt;
This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet.&lt;br /&gt;
=== Slighted ===&lt;br /&gt;
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.&lt;br /&gt;
=== Strange chat {{AnomalyIcon}} ===&lt;br /&gt;
This social interaction can occur when interacting with a [[Endings#Embrace_the_void|Void touched]] pawn, and gives a -3 &amp;quot;Unsettling conversation&amp;quot; opinion of the Void touched pawn. The affected pawn also suffers a -4 moodlet.&lt;br /&gt;
=== Social fights ===&lt;br /&gt;
Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as [[bloodlust]], a pawn's current level of [[Beer|inebriation]], and [[Genes#Aggressive|Aggression]]{{BiotechIcon}} genes. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after at least {{Ticks|420}} have passed, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights. Pawns that are [[incapable]] of violence can still provoke social fights, but will not fight back during them. If either pawn lands a hit, the victim will gain a {{Bad|-15}} &amp;quot;harmed me&amp;quot; opinion of their attacker for 10 days.&lt;br /&gt;
&lt;br /&gt;
After the pawns calm down, they will decide if the fight was cathartic or angering. This decision is made randomly and is wholly independent of any other factors, with both options being equally likely. A cathartic fight will give a pawn a {{Good|+38}} opinion of their opponent, and an angering fight will give a {{Bad|-22}} opinion. Both opinions last for 20 days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| -22&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| 38&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&lt;br /&gt;
&lt;br /&gt;
== Family by Blood ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
! Incest Opinion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Father/Mother/Son/Daughter/Birthmother&lt;br /&gt;
| 30&lt;br /&gt;
| -80&lt;br /&gt;
| -30&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sibling&lt;br /&gt;
| 20&lt;br /&gt;
| -80&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfsibling&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandchild&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Nephew/Niece&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Uncle/Aunt&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandparent&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandchild&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Granduncle/Grandaunt&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandnephew/Grandniece&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Secondcousin/Kin&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Intimate Relations ==&lt;br /&gt;
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.&lt;br /&gt;
=== Rival ===&lt;br /&gt;
A rival of another pawn has an opinion of that pawn between -100 and -20.&lt;br /&gt;
=== Acquaintance ===&lt;br /&gt;
An acquaintance has a relation between -20 and 20.&lt;br /&gt;
=== Friend ===&lt;br /&gt;
A friend has a relation with another pawn between 20 and 100.&lt;br /&gt;
&lt;br /&gt;
== Romance ==&lt;br /&gt;
{{Rewrite|section=1|reason=Quick and dirty move from [[Reproduction]] - needs cleanup and page integration}}&lt;br /&gt;
Human pawns can come together and become lovers, affecting their opinion of each other, their mood, their wishes for accomodation and allow the chance for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
=== Romance Controls ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Rewrite|section=1|reason=&amp;lt;small&amp;gt;1) Tagged after the fact by not the original author - Are all mechanics below biotech or ONLY the force romance command and the factors apply to base romances? 2) Numbers for the factors listed 3) Relative age graphs/mechanics aren't adequately explained and need at the very least worked examples&amp;lt;/small&amp;gt;}}&lt;br /&gt;
For any pawns over 16, the Social tab will have a &amp;quot;Romance...&amp;quot; button that allows the player to try instigating a romantic relationship between that pawn and another of the gender they're attracted to. This can be tried every 12 days, and can be done even when the pawns are already in relationships. You can only attempt to romance a target pawn that has a high-enough opinion of the current pawn and isn't closely related to them. Beyond this, their relationship and relative ages affect the Romance abilities chance of success.&lt;br /&gt;
&lt;br /&gt;
====Limitations ====&lt;br /&gt;
When you've selected the current pawn and attempt to Romance a target pawn, it won't be allowed if: &lt;br /&gt;
* the target pawn has a negative opinion of the current pawn (stating &amp;quot;low opinion&amp;quot;)&lt;br /&gt;
* the likelihood of success is too low (stating &amp;quot;zero chance&amp;quot;)&lt;br /&gt;
* they are already in a relationship (stating something like &amp;quot;already Pawn's lover&amp;quot;)&lt;br /&gt;
* they are closely related (incestuous) &lt;br /&gt;
&lt;br /&gt;
Pawns that are under 16 or have an incompatible sexual attraction will not even be shown on the dropdown list of potential Romance... targets.&lt;br /&gt;
&lt;br /&gt;
====Likelihood of success====&lt;br /&gt;
With the current pawn selected, and the social tab open, you can see the chance of a Romance action's success by mousing over the target pawn's row in the social tab. It will tell you the probability of success and how it is calculated. The factors are: &lt;br /&gt;
* the target's opinion of the current pawn&lt;br /&gt;
* the pawns' relative ages (which additionally factors in each pawn's youth)&lt;br /&gt;
* certain genes and traits for the pawns&lt;br /&gt;
* the target pawn's opinions of the people they already are in relationships with (the chance of success is already 0% even if the pawn's opinion of their partner is only +20)&lt;br /&gt;
&lt;br /&gt;
The current pawn's beauty traits are major factors in the chance of success, beyond their influence on social opinions. An Ugly pawn (Beauty -1.0) has a x30% multiplier on success. A Pretty pawn (Beauty +1.0) has a x230% multiplier on success. Beauty here can be influenced by normal Beauty traits or Beauty-affecting genes. The beauty of the target pawn does not provide a multiplier or affect these chances: there is no boost from a pretty pawn romancing a pretty pawn and no extra penalty for an ugly pawn romancing a pretty pawn.&lt;br /&gt;
&lt;br /&gt;
Other genes can come into play as well. Someone with the Furskin gene has a x20% multiplier on romancing someone without it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Note on relative ages'''&lt;br /&gt;
The relative age factor doesn't just take into account the difference in age between colonists. It also factors in how old each colonist is. This effect is very large for young colonists. A 16 year-old's relative age factor with any colonist, of any age, will steadily increase from 0% to a maximum of about 25% as they age from 16 to 17 biological years. This factor is still affected by the other colonist's age as well: a late 16-year-old has a x4.4% multiplier on a relationship with a 46-year-old but a x4.1% multiplier with a 51-year-old. However, this is drastically outweighed by the youth effect, because that same 16-year-old only has a ~1% multiplier on their romance chance with a younger 16-year-old. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age maximum by pawn age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 22&lt;br /&gt;
|y=0, 50, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a colonist has reached the point where relative age isn't affected by their own youth, relative age is more affected by the difference in colonist ages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age multiplier by age of male partner for a 22-year-old female&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 28, 46, 55, 73&lt;br /&gt;
|y=0, 30, 100, 45, 20, 20&lt;br /&gt;
|xAxisTitle = Age difference (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base opinions ===&lt;br /&gt;
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Spouse&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| 35&lt;br /&gt;
| -50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
==== Lovers ====&lt;br /&gt;
Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married.&lt;br /&gt;
&lt;br /&gt;
Pawns that were not [[babies|born]]{{BiotechIcon}} in the colony can also have lovers spawn as NPCs.&lt;br /&gt;
&lt;br /&gt;
==== Fiancés/Fiancées ====&lt;br /&gt;
After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses.&lt;br /&gt;
==== Spouses ====&lt;br /&gt;
Spouses are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.&lt;br /&gt;
==== Ex-Lovers ====&lt;br /&gt;
Ex-Lovers are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion of the other person.&lt;br /&gt;
==== Ex-Spouses ====&lt;br /&gt;
Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.&lt;br /&gt;
&lt;br /&gt;
==== Romantic Social Interactions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rebuffed me**&lt;br /&gt;
| -10&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Failed to romance me&lt;br /&gt;
| -15&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broke up with me**&lt;br /&gt;
| -50&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Affair**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Divorced me**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rejected my proposal**&lt;br /&gt;
| -30&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! I rejected their proposal&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Honeymoon phase**&lt;br /&gt;
| 40&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Got some lovin'**&lt;br /&gt;
| 10&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
=== Lovin' ===&lt;br /&gt;
{{Rewrite|section=1|reason=adding graphs for the complex options {{t|MTB}}}}&lt;br /&gt;
Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving, bleeding, or in labor, the pawns are in bed, et cetera). Each partner evaluates their mean-time-between separately, taking into account the following:&lt;br /&gt;
&amp;lt;!-- factors all visible in RimWorld.LovePartnerRelationUtility#GetLovinMtbHours--&amp;gt;&lt;br /&gt;
* [[Pain]]: {{MTB}} is multiplied by 100/(100-pain%).&lt;br /&gt;
* [[Consciousness]]: if below 50%, {{MTB}} is multiplied by 50/consciousness%.&lt;br /&gt;
* [[Genes#Low libido|Low libido]] {{BiotechIcon}}: {{MTB}} ×2.&lt;br /&gt;
* [[Genes#High libido|High libido]] {{BiotechIcon}}: {{MTB}} ×0.5.&lt;br /&gt;
* Own age: MTB is divided by: age 16, 0, age 18 to 25, 1, age 80, 0.2, divisor is interpolated linearly.&lt;br /&gt;
* Partner's age: MTB is divided by: age 16, 0, age 18, 1, divisor is interpolated linearly.&lt;br /&gt;
* Age difference: a penalty is applied when the male pawn is more than 10 years older than the female pawn, or 3 years vice versa; the penalty accumulates quadratically until it reaches {{MTB}} ×25 at age differences equal +30 (older male)/+10 (older female).&lt;br /&gt;
* Own [[beauty]]: below 0, {{MTB}} ×2.3, exactly 0, no effect, above 0, {{MTB}} ×0.3; doesn't matter how far from 0, not nullified even if both pawns &amp;quot;never judge others based on appearance&amp;quot;.&lt;br /&gt;
* Partner's beauty: exactly the same as own beauty, the resulting MTB scalars both apply.&lt;br /&gt;
* Own opinion of the partner: -100, MTB×1.3, +100, MTB×0.7, linear interpolation.&lt;br /&gt;
* Partner's opinion of self: evaluated in the exact same way, the resulting MTB scalars both apply.&lt;br /&gt;
* Own brain affected by Word of Love [[psycasts|psycast]]: {{MTB}} ×0.25.&lt;br /&gt;
&lt;br /&gt;
=== Affairs ===&lt;br /&gt;
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.&lt;br /&gt;
&lt;br /&gt;
This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse. In case of a mixed faith relationship, then the Ideology of the adulterer is what determines whether it counts as an affair.&lt;br /&gt;
&lt;br /&gt;
==Misc actions==&lt;br /&gt;
{{Stub|section=1|reason=Missing &amp;quot;Lovin afterglow&amp;quot;, needs confirmation of exact values, what negates it (if anything) and if it stacks or not}}&lt;br /&gt;
Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20*&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3, x0.9 multiplier&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my loved one**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my bonded animal**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Killed a child&lt;br /&gt;
| -20&lt;br /&gt;
| 5*, x0.9 multiplier&lt;br /&gt;
| [[Psychopath]],[[Bloodlust]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed [[genes]] contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Lover relationships can generate for pawns who have spent their entire life in the colony.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawn sibling relationships disappearing when parents are removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_sculpture&amp;diff=145080</id>
		<title>Void sculpture</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_sculpture&amp;diff=145080"/>
		<updated>2024-05-02T19:43:59Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: provided some numbers to quality effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Missing Information}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| type = Art&lt;br /&gt;
| image = Void sculpture a.png&lt;br /&gt;
| description = An unsettling sculpture made from bioferrite. The psychic properties of bioferrite enhance the quality of any psychic rituals performed nearby.&amp;lt;br/&amp;gt;Up to six void sculptures can connect to a psychic ritual spot. &lt;br /&gt;
| hp = 90&lt;br /&gt;
| market value = &amp;lt;!-- GenericMarketSellable = false | Tradeability = None --&amp;gt;&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| beauty = 60&lt;br /&gt;
| cover = .35&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| styledominance = 10&lt;br /&gt;
| production facility 1 = Art bench&lt;br /&gt;
&amp;lt;!--| stuff tags = STUFF TAGS--&amp;gt; &amp;lt;!-- has no substitute --&amp;gt;&lt;br /&gt;
| work to make = 24000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| has quality = True&lt;br /&gt;
| tradeTags = Art&lt;br /&gt;
| research = Void sculptures&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Void sculptures''' are [[Bioferrite|bioferrite]] sculptures made at an [[Art bench|art bench]]. Void sculptures enhance the quality of [[Psychic rituals]]. The bonus to ritual quality scales with the quality of the sculpture, and up to 6 sculptures can be linked to a single [[Psychic ritual spot]].&lt;br /&gt;
&lt;br /&gt;
For example, a normal or good quality sculpture enhances ritual quality by 2%, while excellent sculptures enhance it by 3%. Legendary sculptures provide a massive 5% buff. {{Check Tag|What about other qualities?}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
== Summary == &lt;br /&gt;
== Analysis ==&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Possible variants of void sculptures&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
File:Void_sculpture_a.png | Variant A&lt;br /&gt;
File:Void_sculpture_b.png | Variant B&lt;br /&gt;
File:Void_sculpture_c.png | Variant C&lt;br /&gt;
File:Void_sculpture_d.png | Variant D&lt;br /&gt;
File:Void_sculpture_e.png | Variant E&lt;br /&gt;
File:Void_sculpture_f.png | Variant F&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
Categories here.&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=145078</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=145078"/>
		<updated>2024-05-02T18:10:07Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: added more appearances&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason= missing information}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Metalhorror &lt;br /&gt;
| description = A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
| image = Metalhorror.png&lt;br /&gt;
| type = Entity&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 5.5&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 50&lt;br /&gt;
| armorsharp = 50&lt;br /&gt;
| armorheat = 0&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| flammability = 2&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| lifespan = 250&lt;br /&gt;
| juvenileage = 0.016667&lt;br /&gt;
| maturityage = 0.05&lt;br /&gt;
| attack1dmg = 20&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left blade&lt;br /&gt;
| attack2dmg = 20&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = left blade&lt;br /&gt;
| attack3dmg = 20&lt;br /&gt;
| attack3type = Cut&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = right blade&lt;br /&gt;
| attack4dmg = 20&lt;br /&gt;
| attack4type = Stab&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = right blade&lt;br /&gt;
| attack5dmg = 9&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&lt;br /&gt;
| destroyyield = {{Icon Small|Bioferrite}} 10 - 20 + {{Icon Small|Shard}} 0 - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Metalhorrors can either be be found in infected pawns or implanted into an already existing pawn. Pre-infected pawns may arrive as [[guest]]s or [[raiders]]. a Metalhorror has a small chance to be implanted into a pawn by any other anomaly through attacking.&lt;br /&gt;
&lt;br /&gt;
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]]. Additionally, once all void structures are defeated, a final group of metalhorrors will spawn around the [[Void monolith.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics}}&lt;br /&gt;
Metalhorrors are entities that infect other creatures, creating more of themselves as they do. It is possible to test pawns in order to find out who is hosting a Metalhorror. Upon detection, Metalhorrors will cut their way out of their hosts, leaving them wounded and bleeding. The death of their host will also cause them to emerge, even if they have not been detected first. When attacked, they only receive 25% of damage. &lt;br /&gt;
&lt;br /&gt;
Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found. A pawn can be implanted through the following vectors:&lt;br /&gt;
* Before their arrival at the colony. This can apply to [[creepy joiner]]s, but it is unclear whether other pawns can be infected this way.{{Check Tag|Verify}}&lt;br /&gt;
* During revenant hypnosis.&lt;br /&gt;
* By an insectoid.{{Check Tag|Detail needed}}&lt;br /&gt;
* During sleep.{{Check Tag|Detail|Does this require sleeping in the same bed? Sleeping in the same room? An infected pawn just being around a sleeping pawn?}}&lt;br /&gt;
* During surgery by an infected pawn.{{Check Tag|Detail|Operations only? Tending?}}&lt;br /&gt;
* Through a meal cooked by an infected pawn. &lt;br /&gt;
* During [[Unnatural healing]] by infected pawn.&lt;br /&gt;
* When fed a meal by a infected pawn. &lt;br /&gt;
* Chance of infection from fleshbeast attacks. Unclear if this applies to all fleshbeast hits or just ones that result in scars.*&lt;br /&gt;
&lt;br /&gt;
The [[creepy joiner]] can already have a metalhorror infection upon joining the colony. Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors do not leave behind corpses when killed, instead breaking down into a pile of 10-20 [[bioferrite]], and occasionally 1 [[shard]].&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The metalhorror yields 4.4 [[bioferrite]] and 220W per day.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Cut|Cut]]&lt;br /&gt;
| 20&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Head&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Blunt|Blunt]]&lt;br /&gt;
| 9&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike scythers, however, metalhorrors are highly flammable. They can be ignited very easily, and will disengage from combat while on fire.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors have a [[psychic sensitivity]] of 150%, making certain [[psycast]]s{{RoyaltyIcon}} more effective on them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Metalhorrors subtly manipulate their hosts, looking for opportunities to spread to others, and making them lie about test results if the tester is infected. Communal areas and shared bedrooms do most of the work for Metalhorrors, giving them ample opportunity to spread.&lt;br /&gt;
&lt;br /&gt;
==== Detection ====&lt;br /&gt;
[[Paramedic]]s {{BiotechIcon}} can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.&lt;br /&gt;
&lt;br /&gt;
If you don't have a paramedic, the following procedure can be done:&lt;br /&gt;
&lt;br /&gt;
# Have 2 doctors&lt;br /&gt;
# The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2&lt;br /&gt;
# If they find an infection, doctor 1 is clear.&lt;br /&gt;
# If they do not, have doctor 2 check the patient&lt;br /&gt;
# if they find an infection, doctor 1 is infected&lt;br /&gt;
# If they do not, have doctor 1 check again&lt;br /&gt;
# if doctor 1 finds an infection, doctor 2 is infected&lt;br /&gt;
# if doctor 1 does not, then either both doctors are clear or both are infected.&lt;br /&gt;
&lt;br /&gt;
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Larva ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Larva east.png|East&lt;br /&gt;
Metalhorror Larva north.png|North&lt;br /&gt;
Metalhorror Larva south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Juvenile ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Juvenile east.png|East&lt;br /&gt;
Metalhorror Juvenile north.png|North&lt;br /&gt;
Metalhorror Juvenile south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mature ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Mature east.png|East&lt;br /&gt;
Metalhorror Mature north.png|North&lt;br /&gt;
Metalhorror Mature south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_sculpture&amp;diff=145031</id>
		<title>Void sculpture</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_sculpture&amp;diff=145031"/>
		<updated>2024-05-02T07:06:08Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Missing Information}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| type = Art&lt;br /&gt;
| image = Void sculpture a.png&lt;br /&gt;
| description = An unsettling sculpture made from bioferrite. The psychic properties of bioferrite enhance the quality of any psychic rituals performed nearby.&amp;lt;br/&amp;gt;Up to six void sculptures can connect to a psychic ritual spot. &lt;br /&gt;
| hp = 90&lt;br /&gt;
| market value = &amp;lt;!-- GenericMarketSellable = false | Tradeability = None --&amp;gt;&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| beauty = 60&lt;br /&gt;
| cover = .35&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| styledominance = 10&lt;br /&gt;
| production facility 1 = Art bench&lt;br /&gt;
&amp;lt;!--| stuff tags = STUFF TAGS--&amp;gt; &amp;lt;!-- has no substitute --&amp;gt;&lt;br /&gt;
| work to make = 24000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| has quality = True&lt;br /&gt;
| tradeTags = Art&lt;br /&gt;
| research = Void sculptures&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Void sculptures''' are [[Bioferrite|bioferrite]] sculptures made at an [[Art bench|art bench]]. Void sculptures enhance the quality of [[Psychic rituals]]. The bonus to ritual quality scales with the quality of the sculpture, and up to 6 sculptures can be linked to a single [[Psychic ritual spot]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
== Summary == &lt;br /&gt;
== Analysis ==&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Possible variants of void sculptures&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
File:Void_sculpture_a.png | Variant A&lt;br /&gt;
File:Void_sculpture_b.png | Variant B&lt;br /&gt;
File:Void_sculpture_c.png | Variant C&lt;br /&gt;
File:Void_sculpture_d.png | Variant D&lt;br /&gt;
File:Void_sculpture_e.png | Variant E&lt;br /&gt;
File:Void_sculpture_f.png | Variant F&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
Categories here.&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_sculpture&amp;diff=145023</id>
		<title>Void sculpture</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_sculpture&amp;diff=145023"/>
		<updated>2024-05-02T06:06:32Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: Improved existing text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Missing Information}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| type = Art&lt;br /&gt;
| image = Void sculpture a.png&lt;br /&gt;
| description = An unsettling sculpture made from bioferrite. The psychic properties of bioferrite enhance the quality of any psychic rituals performed nearby.&amp;lt;br/&amp;gt;Up to six void sculptures can connect to a psychic ritual spot. &lt;br /&gt;
| hp = 90&lt;br /&gt;
| market value = &amp;lt;!-- GenericMarketSellable = false | Tradeability = None --&amp;gt;&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| beauty = 60&lt;br /&gt;
| cover = .35&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| styledominance = 10&lt;br /&gt;
| production facility 1 = Art bench&lt;br /&gt;
&amp;lt;!--| stuff tags = STUFF TAGS--&amp;gt; &amp;lt;!-- has no substitute --&amp;gt;&lt;br /&gt;
| work to make = 24000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| has quality = True&lt;br /&gt;
| tradeTags = Art&lt;br /&gt;
| research = Void sculptures&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Void sculptures''' are [[Bioferrite|bioferrite]] sculptures made at an [[Art bench|art bench]]. Void sculptures enhance the quality of [[Psychic rituals]]. The bonus to ritual quality does scale with quality, and up to 6 sculptures can be linked to a single [[Psychic ritual spot]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
== Summary == &lt;br /&gt;
== Analysis ==&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Possible variants of void sculptures&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
File:Void_sculpture_a.png | Variant A&lt;br /&gt;
File:Void_sculpture_b.png | Variant B&lt;br /&gt;
File:Void_sculpture_c.png | Variant C&lt;br /&gt;
File:Void_sculpture_d.png | Variant D&lt;br /&gt;
File:Void_sculpture_e.png | Variant E&lt;br /&gt;
File:Void_sculpture_f.png | Variant F&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
Categories here.&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145021</id>
		<title>Void monolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_monolith&amp;diff=145021"/>
		<updated>2024-05-02T04:24:09Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: Described the effects of entering the void during the DLC's ending.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=explain awakening event}}&lt;br /&gt;
{{Move|reason=Verify ingame name}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| image = Void monolith.png&lt;br /&gt;
| name = Monolith&lt;br /&gt;
| description = A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The void monolith is a structure{{Check Tag|?}} that is the center point of the [[Anomaly DLC]]. It is used to start the arrival of [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The monolith will already be on the map as a fallen monolith when the player generates a new world. &lt;br /&gt;
&lt;br /&gt;
If there is no monolith, e.g. after loading a save file without the [[Anomaly (DLC)|Anomaly DLC]], a &amp;quot;strange signal&amp;quot; quest will appear. After accepting this quest, a monolith will arrive soon. &lt;br /&gt;
&lt;br /&gt;
When spawning the Void monolith via the 'strange signal' quest, the position of the monolith is determined as soon as the quest itself spawns. It can not be manipulated without modifying the save file. The arrival will destroy all structures present at the chosen spot.  &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Void Monolith is the first [[Entity]] that the player will encounter. It will start deactivated, but will activate when a pawn is assigned to investigate it and all warnings are ignored. (If you are on the anomaly start, the Void Monolith will activate itself). Upon first activating the monolith, a gray pall will immediately occur, and colonists will be able to begin studying it. Studying it will cause entities to begin appearing in your colony, much as studying the mechanoid transponder started the process for [[Mechanitor]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
After a certain amount of study, your researchers will grow to better understand the monolith, increasing the amount of research it provides.  For this reason, it's important to research it whenever it's available.&lt;br /&gt;
&lt;br /&gt;
The monolith cannot be moved and is important to an Anomaly playthrough, so its position should be taken into consideration when planning your base. If unable to directly base around or nearby the monolith, it is advised to create a safe and lit path from the colony to the monolith so colonists can safely study it and interact with it if necessary, especially during events such as unnatural darkness.  Note that building your base directly around the monolith may or may not have long term risks.{{Check Tag|Does it or does it not?}}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
On &amp;quot;The Anomaly&amp;quot; scenario, the monolith will activate itself after approximately 4 days if not interacted with. It will then upgrade itself to Tier 1.&lt;br /&gt;
&lt;br /&gt;
After 5 basic Entities are encountered on Tier 1, it will be possible to Attune the Monolith to Tier 2. This will cause it to now produce Advanced research, but will also allow for more dangerous and frequent Anomaly events.{{Check Tag|?|What events are prevented from occurring until this happens?}} After 12 Advanced Anomaly Entities have been discovered, you can awaken the Obelisk to Tier 3, beginning the process of [[Endings#The_Void|entering the Void]], which at its conclusion further ascends the monolith to Tier 4, and allows a single colonist to enter an alternate dimension to interact with the void node. Upon entering the void, the colonist is presented with two choices: they can either disrupt the link to the colony's dimension, or further embrace the void's power. Choosing to embrace the void will grant a unique hediff, &amp;quot;Void touched,&amp;quot; which disables the need for sleep and comfort, doubles psychic sensitivity and dark study efficiency, and grants a healing factor of 100 hp/day. Additionally, embracing the void will grant the &amp;quot;inhumanized&amp;quot; hediff, grants four charges of death refusal and five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives a +14 &amp;quot;Embraced the void&amp;quot; moodlet for 60 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=145020</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=145020"/>
		<updated>2024-05-02T03:22:56Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 4 distinct ways to see the credits screen:&lt;br /&gt;
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
*[[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
There are also two other ways to get a form of game over:&lt;br /&gt;
*[[#Colony End|Have all colonists dead or kidnapped]]&lt;br /&gt;
*[[#Planetkiller|The planetkiller]]. Note: this only appears after being enabled in the game's [[scenario]].&lt;br /&gt;
&lt;br /&gt;
Colonists left behind after a ship launch or the royal ascent quest can continue the colony where it left off. If all colonists are gone or killed, then a [[Events#Wanderer joins|wanderer]] event or refugee chased [[quest]] can restart the colony. Awakening the void will allow the game to continue with all current colonists, including those who took part in awakening the void. The archonexus and planetkiller will destroy the planet, ending the game permanently. With these two endings, you can restart from a previous save, even with permadeath mode.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
=Ship to the Stars=&lt;br /&gt;
Launch a ship to space, guided by an AI [[persona core]]. Both the &amp;quot;Ship to the Stars&amp;quot; [[quest]] (i.e. journey offer) and building your own [[ship]] give the same ending.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a functional [[ship]]. Either travel to the [[ship to the stars|journey offer]], or build your own ship.&lt;br /&gt;
*Activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
*Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
==Obtaining a ship==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
*The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
*Building your own ship.&lt;br /&gt;
&lt;br /&gt;
===Traveling to the journey offer===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
*'''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
*'''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
===Building the ship===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
==Ship Launch==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
===Launch preparations===&lt;br /&gt;
*'''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
*'''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
===Ship defense===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
===Mood management===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
*Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
==Ending - Leaving the planet==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
=Royal Ascent=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
==Housing the stellarch==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
===Throne &amp;amp; Bed===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
*Area 80, Impressiveness 160&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Grand meditation throne]]&lt;br /&gt;
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
*Area 30, Impressiveness 80&lt;br /&gt;
*All [[fine floor]]ed&lt;br /&gt;
*[[Royal bed]]&lt;br /&gt;
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
==Surviving the onslaught==&lt;br /&gt;
*'''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
*'''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
*'''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
==Ending - Joining the royal court==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
=The Archonexus=&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
*You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
==Gaining wealth/allies==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
===Theoretical wealth transport===&lt;br /&gt;
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
==Founding a new colony==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
===Things to bring===&lt;br /&gt;
*'''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.&lt;br /&gt;
&lt;br /&gt;
*'''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
*'''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
*'''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
===Studying the archotech structures===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
===List of items===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awakening the core==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
=The Void=&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
==Researching the odd-shaped debris==&lt;br /&gt;
&lt;br /&gt;
==Triggering the structure==&lt;br /&gt;
&lt;br /&gt;
==Entering the Void==&lt;br /&gt;
{{Quote|A writhing pain of crackling psychic energy rises before (name). Its surface swells and twists, warping the space around it. (name) feels it inside his/her mind, deeper than any normal human sense. It defeats logic and sets him adrift into the void. He/She stands on the shorelines of an infinite black ocean of power, and it beckons him in. (name) shakes himself/herself back to reality.}}&lt;br /&gt;
After activating the Void Monolith, the colonist that activated the monolith will be teleported to the core of the void. ''Keep in mind that all other colonists are still subject to attacks from outside.''&lt;br /&gt;
&lt;br /&gt;
Move the colonist over to the center, and you will be prompted two options other than &amp;quot;Postpone&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
===Disrupt the link===&lt;br /&gt;
{{Quote|Nearby archotech devices support the sphere along fragile connections. (name) could disrupt them, closing the link between worlds and putting an end to the terrifying phenomena that have plagued your home.}}&lt;br /&gt;
You can disrupt the link with the colonist, instantly killing all anomalies outside of containment, and preventing all future anomaly events. The colonist will return shortly after, and all non-permanently hostile factions will receive +50 goodwill.&lt;br /&gt;
&lt;br /&gt;
===Embrace the void===&lt;br /&gt;
{{Quote|Or, he/she could step into the sphere and merge with the void. It's unknown what lies beyond, or what dark powers could be gained from such an inhuman act.}}&lt;br /&gt;
You can send that colonist into the void instead to attain powers from merging with the void. They will return to the colony with a unique [[Heath]] hediff: &amp;quot;Void-Touched&amp;quot; which affects them in the following ways:&lt;br /&gt;
* 100 HP regeneration&lt;br /&gt;
* x200% Study Efficiency&lt;br /&gt;
* x200% Psychic sensitivity&lt;br /&gt;
* Disabled need for comfort or sleep&lt;br /&gt;
Moreover, the colonist with the health hediff gains a unique 5-use, 3hour cooldown ability &amp;quot;Void terror&amp;quot;, which induces a terrifying hallucination break on the target.&lt;br /&gt;
Additionally, the affected colonist will gain the &amp;quot;inhumanized&amp;quot; hediff if they don't already have it.&lt;br /&gt;
&lt;br /&gt;
=Colony End=&lt;br /&gt;
{{Quote|Everyone is dead or gone. This story is over. Perhaps someone else will find a use for the ruins of this place.|Popup text when there are no controllable colonists left.}}&lt;br /&gt;
Whenever all your colonists are dead, kidnapped, or have left the planet, your colony is now abandoned.  Does not appear with the archonexus ending or the planetkiller.&lt;br /&gt;
&lt;br /&gt;
When this happens, you have the option to create new wanderers to start the colony again.&lt;br /&gt;
&lt;br /&gt;
=Planetkiller=&lt;br /&gt;
{{Quote|At near-lightspeed, the planetkiller weapon slammed into the ground with the force of a trillion hydrogen bombs. Like a water balloon shot with a rifle, this world liquified under the impact and sprayed its molten guts across the cosmos. Part of [planet name] is now a small asteroid belt. The rest is a molten, radioactive hellscape, constantly rippling with kilometers-high planetquakes. '''You did not survive.'''|Popup text after the planetkiller weapon drops into the planet.}}&lt;br /&gt;
{{See also|Events#Planetkiller{{!}}Planetkiller event}}&lt;br /&gt;
If the Planetkiller is enabled at the scenario, then you will have a certain number of days or years before the planetkiller strikes, shown at the bottom right. Once the timer hits, the entire map will fade to white with the weapon obliterating the rimworld planet, and a message will be shown on your screen to state you didn't survive the impact, only allowing you to return to main menu as it permanently ends your game, regardless whether or not your colonist has escaped.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* 1.1 - Credits now list the memory of colonists who died.&lt;br /&gt;
* [[Royalty DLC]] Release - Royal ascent ending added.&lt;br /&gt;
* [[Ideology DLC]] Release - Archotech ending added.&lt;br /&gt;
* 1.5 - New wanderers option after a &amp;quot;game over&amp;quot;.&lt;br /&gt;
* [[Anomaly DLC]] Release - Void ending added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Firmamentality&amp;diff=145019</id>
		<title>User:Firmamentality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Firmamentality&amp;diff=145019"/>
		<updated>2024-05-02T02:42:36Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: Created page with &amp;quot;Howdy, I'm Evelyn. I don't have much to say as of yet.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Howdy, I'm Evelyn. I don't have much to say as of yet.&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y3zg9lqvbs31aczo&amp;topic_postId=y3zg9lqvbw13igxw&amp;topic_revId=y3zg9lqvbw13igxw&amp;action=single-view</id>
		<title>Topic:Y3zg9lqvbs31aczo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y3zg9lqvbs31aczo&amp;topic_postId=y3zg9lqvbw13igxw&amp;topic_revId=y3zg9lqvbw13igxw&amp;action=single-view"/>
		<updated>2024-05-02T03:39:03Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Firmamentality&quot; class=&quot;mw-userlink&quot; title=&quot;User:Firmamentality&quot;&gt;&lt;bdi&gt;Firmamentality&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Firmamentality&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Firmamentality (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Firmamentality&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Firmamentality&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:Y3zg9lqvbs31aczo&amp;amp;topic_showPostId=y3zg9lqvbw13igxw#flow-post-y3zg9lqvbw13igxw&quot;&gt;commented&lt;/a&gt; on &quot;re. &amp;quot;long term risks&amp;quot;&quot; (&lt;em&gt;Not editing the page for this because I think this is still sort of subjective and there&amp;#039;s already a tag on the phrase, but I have a resp...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=145013</id>
		<title>Noctolith</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Noctolith&amp;diff=145013"/>
		<updated>2024-05-02T00:55:29Z</updated>

		<summary type="html">&lt;p&gt;Firmamentality: added strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Add more data}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Noctolith&lt;br /&gt;
| image = Noctolith.png&lt;br /&gt;
| description = A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core..&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Entity&lt;br /&gt;
| placeable = false&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| destroyyield = {{Icon Small|Shard}} 1 + {{Icon Small|Bioferrite}} 32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Noctolith is a structure Entity added by the [[Anomaly DLC]]. Several of them will spawn as the focal point of the Unnatural Darkness event.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Noctoliths will only spawn as part of the Unnatural Darkness anomaly event.&lt;br /&gt;
&lt;br /&gt;
When the event begins, the map will gradually grow dark no matter the time of day, and all colonists will receive a -5 Unnatural Darkness mood debuff. However, this is only the first phase. Several hours after it reaches the equivalent of nightfall, several Noctoliths will appear at random locations and the map will be rapidly covered in darkness, rendering objects which are not within range of a light source difficult to see. Any pawn that spends time within these dark areas risks being randomly injured by an unspecified claw attack, inflicting sharp damage and bleeding. To be clear, this is not an attack caused by any particular enemy; the pawns are apparently damaged by the darkness itself. Less ambiguous are the multiple [[Noctol]] raids that trigger throughout the event. These entities are significantly stronger if fought in darkness, giving you even more reason to illuminate any area you intend to keep your pawns in.&lt;br /&gt;
&lt;br /&gt;
The Noctoliths that spawn do not take any direct action against you, but the only way to end the darkness early is to destroy them all. Alternatively, if you can endure several days of being sieged, you can simply wait it out.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The Unnatural Darkness event can be an enormous pain if encountered in early game. The random damage dealt to pawns that wander outside lit areas can be significant, and Noctols will periodically raid the players. It is important to note that other events may still occur during this time: for example, there is nothing stopping a Pit Gate from spawning during a Noctol raid, or for a solar flare to knock out your electronics to devastating effect. While it is entirely possible to wait out the event, relying on your food stocks and well-lit fortifications to fend off the Noctols, you increase the chance of disaster if you allow the event to last longer than it needs to. Unnatural darkness can be especially dangerous if you rely on outdoor farming or [[solar generator]]s, neither of which will function without light. [[Sun lamp]]s and [[hydroponics basin]]s can overcome this limitation to farming, but ideally you should have several days' worth of food stocked regardless.&lt;br /&gt;
&lt;br /&gt;
Keeping pawns from wandering is crucial if you want to avoid needless deaths. Consider adjusting work priorities to keep your pawns inside, researching and cleaning rather than going outdoors. They might not enjoy these tasks, but it's far safer. Another option is to assign areas and restrict your pawns to these safe zones. Alternatively, you can attempt to destroy the Noctoliths. This is risky, but can significantly hasten the end of the event and rewards you with [[shard]]s.&lt;br /&gt;
&lt;br /&gt;
Sending out teams of builders to create a path of torches is sufficient to reach a Noctolith safely. Managing haulers to bring wood to the front line as it creeps forward can speed up the process significantly. Even faster is to use [[disruptor flare]]s or the [[solar pinhole]]{{RoyaltyIcon}} power to quickly create a path. A riskier but admittedly quick option is to command a pawn armed with [[molotov cocktail]]s or other incendiary weapons to start fires by targeting the Noctolith from a distance. Noctol raids will almost certainly occur while you travel, but a crew of well-armed pawns can easily shoot down single Noctols before they can enter melee range, even in darkness. Noctol raids announce the direction they will come from as soon as they spawn, allowing you to retreat to a well-lit part of the map and give yourself even more of an advantage.&lt;br /&gt;
&lt;br /&gt;
Also remember that you don't need to travel all the way to a Noctolith to destroy it. Pawns with long range guns like the [[bolt-action rifle]] or [[sniper rifle]] can pick away at them from a distance in relative safety. Alternatively, [[mortar]]s can very effectively destroy a Noctolith without leaving a base with about 5 hits from [[high-explosive shell]]s, though the cost of doing so should be evaluated: the ammunition cost and mortar deterioration will likely be much higher than 5 shots per Noctolith due to missed shots. Even so, the relative safety of this option makes it worth considering for late-game colonies which can afford to spend the resources. In addition, as the Noctoliths themselves generate several tiles of light, a [[ghoul]] can be sent through moderate stretches of darkness to deal with it in melee. It can regenerate the damage from any hits the darkness delivers, and once it arrives at the Noctolith, it can gradually punch the structure to rubble in relative safety. Alternately, a melee pawn with fast movement speed, the skip psycast, or a jetpack can sprint through the darkness and rapidly tear down a noctolith, especially if they're wielding a breach axe for the extra building damage.  Consider sending them immediately after finishing a wave of enemies to reduce the chances of them getting isolated and surrounded by a fresh wave of Noctols.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Noctolith name is likely a combination of the Latin word &amp;quot;[https://en.wikipedia.org/wiki/Noctis noctis]&amp;quot;, meaning night, and the word monolith.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Firmamentality</name></author>
	</entry>
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