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	<updated>2026-04-28T11:11:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rhinoceros_leather&amp;diff=170774</id>
		<title>Rhinoceros leather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rhinoceros_leather&amp;diff=170774"/>
		<updated>2025-10-14T02:52:07Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|leathery&lt;br /&gt;
| name = Rhinoceros leather&lt;br /&gt;
| image = Rhinocerosleather b.png&lt;br /&gt;
| description = Tanned, dried, scraped rhinocerous skin. It is exceptionally durable in combat, but provides little protection from weather.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Textile&lt;br /&gt;
| type2 = Leather&lt;br /&gt;
| stuff category = Leathery&lt;br /&gt;
| hp = 60&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| marketvalue = 4.2&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 2.4&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| max hit points factor = 1.5&lt;br /&gt;
| flammability factor = 1&lt;br /&gt;
| armor - sharp factor = 1.29&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 14&lt;br /&gt;
| insulation - heat factor = 14&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.2.2753&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (150,150,150)&lt;br /&gt;
| commonality = 0.25&lt;br /&gt;
| default color = (150,150,150)&lt;br /&gt;
| label = rhinoceros leather&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Rhinoceros leather''' is a type of [[leather]] produced when a [[Skills#Cooking|cook]] butchers a [[rhinoceros]] at a [[butcher table]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The following animals provide rhinoceros leather. &lt;br /&gt;
{{Leather List}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{PAGENAME}} can be used as a material for [[stuff]]able items with the [[Leathery]] stuff tag.&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Rhinoceros leather is 4th most protective [[textile]] in the base game (5th most, including {{OdysseyIcon}}). It is right behind [[devilstrand]], though by a wide margin. In contrast, both heat and cold insulation are mediocre.&lt;br /&gt;
&lt;br /&gt;
This makes it a very good candidate for [[duster]]s and other protective clothing, especially where temperature isn't a concern. But even rhinoceros leather should be replaced by devilstrand (or better) when possible. Prioritize your best material for dusters, where they will have the greatest impact. If you are limited on better textile, use extra leather for [[pants]] and [[button-down shirt]]s. Rhinoceros leather is strong enough where even pants provide some protection against bullets.&lt;br /&gt;
&lt;br /&gt;
For use in [[furniture]], it has a middle-of-the-road [[Property:Beauty Factor|beauty factor]]. But more beautiful textiles like [[thrumbofur]] are in high demand as clothing.  So, once rhino leather is made redundant as clothing, it is a decent choice for furniture [[beauty]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Rhinocerosleather a.png|One rhinoceros leather&lt;br /&gt;
Rhinocerosleather b.png|Stack of rhinoceros leathers&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Rhinohide.png|Rhinohide&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Textile]] [[Category:Leather]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=166259</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=166259"/>
		<updated>2025-07-25T05:02:13Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Entering the Mechhive */ update factual information + grammarization pass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason = Link to or otherwise subsume the quest entries for these. Inadequate detail}} &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 5 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;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&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 many [[raid]]s. The Ship Startup event will have 10 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Ship Launch raids during the event 10 and the maximum 20. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. The Ship Launch raids have a minimum of 500 [[Raid points]].&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. Only one loaded casket is required to launch the ship.&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#Archon|Archon]] 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;
The onslaught of raids will consist of 8 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Royal Ascent raids during the event 8 and the maximum 16. This is completely independent from, and in addition to, your storyteller, who will send their own raids on their normal schedule. Royal Ascent raids have a minimum of 500 Raid points.&lt;br /&gt;
* '''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't targeted 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, [[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;
** Analysis of [[signal chip]]{{BiotechIcon}}, [[powerfocus chip]]{{BiotechIcon}}, and [[nano structuring chip]]s{{BiotechIcon}} is not undone by the [[research]] reset.&lt;br /&gt;
&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 the right combination of [[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 [[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, severely limit the number selected. &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;
== Ending - The Archonexus 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;
The void quest is only available if you have '''not''' selected the &amp;quot;Ambient horror&amp;quot; mode of Anomaly in your storyteller settings.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Monolith}}&lt;br /&gt;
&lt;br /&gt;
Your map begins with a [[monolith]] structure which is initially dormant. A colonist approaching the monolith will cause an ominous letter notification. If you have moved to another map or added the Anomaly DLC after starting the game, a &amp;quot;Strange Signal&amp;quot; quest will appear which optionally spawns a monolith on your map.&lt;br /&gt;
&lt;br /&gt;
Having a colonist attune to the monolith begins the Anomaly quest in full. You will gain an [[entity]] codex, and the Anomaly [[research]] tree will unlock.&lt;br /&gt;
&lt;br /&gt;
If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will be dormant for several days after landing, but then twist and become active ''automatically'' without approaching it.&lt;br /&gt;
&lt;br /&gt;
== The Codex ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Entity}}&lt;br /&gt;
&lt;br /&gt;
In order to advance, you must encounter and defeat entities in the codex. Encountering entities also reveals hidden research options in the tech tree. Entities can optionally be captured for research progress using [[containment]], but the monolith itself can also be studied for research points. The [[Work|Work tab]] calls this job &amp;quot;Dark Study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After researching the [[Void provocation]] ritual, you can optionally summon an entity event on your schedule rather than waiting for the storyteller to do it. The ritual prioritizes sending entities you have not encountered.&lt;br /&gt;
&lt;br /&gt;
Once you have encountered '''7 basic entities''' (out of 8), you become able to attune the monolith again. Attuning begins the advanced phase. More dangerous entities can appear from now on.&lt;br /&gt;
&lt;br /&gt;
After you have encountered '''12 advanced entities''' (out of 17), the monolith becomes attunable again. Attuning this last time will awaken the monolith and begin the Anomaly quest endgame.&lt;br /&gt;
&lt;br /&gt;
== Monolith endgame ==&lt;br /&gt;
&lt;br /&gt;
Before attuning you should stockpile food, weapons, and medicine for a week-long colony siege, at minimum. Unnatural darkness will descend on your colony during part of the event, so outdoor farming and hunting will not be easy.&lt;br /&gt;
&lt;br /&gt;
You will have a few days of prep time before the monolith finishes twisting. When the event begins, two [[void structure]]s and multiple [[entity]] patrols appear around your map. Similar to the [[noctolith]]/[[noctol]] events, you will need to foray out of your base and approach each structure. This time, the void structures must be activated rather than destroyed with weapons. Activating a structure is a research-type task that requires a few seconds of work by one colonist. Activating a structure will ''also'' cause an immediate revenge '''entity attack''', such as from [[chimera]]s, [[sightstealer]]s, [[gorehulk]]s, or [[shambler]]s.&lt;br /&gt;
&lt;br /&gt;
After activating both structures, you will be given a two-day break while the monolith twists again. At the conclusion of the break, unnatural darkness will descend on your colony and '''three more void structures''' will appear that need to be activated, this time while also dealing with the darkness.&lt;br /&gt;
&lt;br /&gt;
You technically have unlimited time during this event (if you can survive indoors), so retreat back to your base after destroying each structure to fight off enemies, heal, and regroup as needed. Use tools like [[flood light]]s, [[Disruptor flare pack]]s, and the [[solar pinhole]] [[psycast]]{{RoyaltyIcon}} to traverse the darkness easier and weaken any light-sensitive entities.&lt;br /&gt;
&lt;br /&gt;
After you activate the last structure (for a total of 5), the monolith will become a portal to the [[metal hell]] that multiple colonists can enter, but only '''one''' can interact with the Void Node. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
===Stage 1===&lt;br /&gt;
Other major threats cannot occur during the Anomaly endgame event. There will not be standard raids, infestation nor other major threats, nor threats sent by quests and even the ship launch will not occur.&lt;br /&gt;
&lt;br /&gt;
After activating the monolith the precursor to [[Unnatural darkness]] will occur. The map will be devoid of sunlight perpetually. The map will not become overwhelmingly dark and there will not threats hidden in dark areas of the map. Colonists will not take damage when they wander into unlit areas.&lt;br /&gt;
&lt;br /&gt;
Two [[Void structure]]s will land on the map and [[Metalhorror]]s will appear with them. &lt;br /&gt;
&lt;br /&gt;
A [[Fleshbeast attack]] event will occur.&lt;br /&gt;
&lt;br /&gt;
Wandering singular [[Noctol]]s and [[Gorehulk]]s will appear from the map's edge in very low numbers. If these wandering entities are killed another will wander in from the map's edge. The map will constantly have low numbers of singular wandering entities.&lt;br /&gt;
&lt;br /&gt;
Activating the two [[Void structure]]s is required to progress to the next stage. After activating either Void structure, an attack of assorted entities will appear from the map's edge. The attacks may consist of Shamblers, Gorehulks, or Devourers.&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
After activating the second Void structure, there will be a 2 day delay until the beginning of the second stage. Notification of Dimming Sky will be given via a yellow letter. &lt;br /&gt;
&lt;br /&gt;
Singular Noctol and Gorehulk wanderers will still continuously patrol about the map and new entities will be spawned if any are killed.&lt;br /&gt;
&lt;br /&gt;
After the two day wait, three [[Void structure]]s will appear on the map and be accompanied by [[Metalhorror]]s.&lt;br /&gt;
&lt;br /&gt;
The sky will dim into full [[Unnatural darkness]]. Any colonist in a dark area will be damaged by mysterious entities. &lt;br /&gt;
&lt;br /&gt;
Activating any of the three Void structures will cause entity attacks from the map's edge. These entity attacks can consist of Shamblers, Gorehulks, Devourers, Sightstealers or Noctols. &lt;br /&gt;
&lt;br /&gt;
Once all 3 Void structures are activated the Monolith will begin to twist. After 4 hours, the &amp;quot;twisting&amp;quot; of the monolith will intensify, Metallhorrors will appear around the monolith, and the monolith will become a portal to Metalhell. Activating the Monolith one last time will send one colonist to Metalhell and allow the player to end the event.&lt;br /&gt;
&lt;br /&gt;
== Entering the Metal Hell ==&lt;br /&gt;
{{Quote|(name) has activated the monolith and been ripped from our spacetime into another place. (name) finds himself/herself in a room of jagged metallic spikes. Every surface is slick with dark fluid and the air vibrates with power. This metal hell is a connecting channel to an inhuman hyperintelligence.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the '''metal hell''', where the [[void node]] is located. ''Keep in mind that all other colonists are still subject to attacks on the outside map.''&lt;br /&gt;
&lt;br /&gt;
Move the colonist over to the center and interact the void node, you will be prompted with two options to conclude the quest.&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing sphere 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/her adrift in the void. He/She stands on the shoreline of an infinite black ocean of power, and it beckons him/her in. (name) shakes himself/herself back to reality. Nearby archotech devices support the sphere along fragile connections. '''(name) could disrupt them''', closing this link between worlds and putting an end to the terrifying phenomena that have plagued your home. 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;
&lt;br /&gt;
When an option is chosen, these immediately happens:&lt;br /&gt;
* The unnatural darkness on your map lifts&lt;br /&gt;
* All [[void structure]]s, void metal mass, void metal floors on your map are removed&lt;br /&gt;
* All living [[entities]] on your map outside containment are instantly killed via the destruction of their brain part&lt;br /&gt;
** This also instantly kills [[fleshmass nucleus]] and [[nociosphere]], dropping a large amount of materials&lt;br /&gt;
** Void monolith, [[harbinger tree]], [[death pall]], [[pit gate]], [[fleshmass heart]], [[blood rain]], [[obelisk]]s, inactive [[unnatural corpse]], [[golden cube]] are not affected&lt;br /&gt;
* The metal hell starts collapsing, leading to the chosen ending in few seconds&lt;br /&gt;
&lt;br /&gt;
There is no way to leave the metal hell without choosing an ending option.&lt;br /&gt;
&lt;br /&gt;
== Ending - Disrupt the link ==&lt;br /&gt;
{{Quote|The psychic flows destabilize and the archotech machinery begins to scream. The swirling void flickers. (name) feels it spilling beyond its limits and collapsing into itself, all at once. The metallic cavern begins to twist, reshaping like the chamber of a massive heart. Before (name) has a chance to scream, he/she blinks out of existence. '''(name) has rejected the void.''' His/Her story continues...|Endgame text after disrupt the link.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm disrupt the link, you hear the decompression explosion sounds as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All factions that you could ally will receive a one-time bonus {{+|50}} goodwill.&lt;br /&gt;
* The colonist that disrupted the link gains a {{+|14}} '''Closed the Void''' moodlet for 60 days.&lt;br /&gt;
* All other colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days.&lt;br /&gt;
* The void monolith is named &amp;quot;collapsed monolith&amp;quot; and becomes dormant, random Anomaly events return to the same level as before it was awoken.&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points.&lt;br /&gt;
* Spawn 10 [[shard]]s around the collapsed monolith.&lt;br /&gt;
* Spawn 3 [[monolith fragment]]s around the collapsed monolith.&lt;br /&gt;
** They provide additional sources of advanced Anomaly research points, which is useful since most Anomaly events are disabled.&lt;br /&gt;
* All colonists in the metal hell returns to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost.&lt;br /&gt;
{{Quote|(name) has reappeared. He/She is weary from his/her efforts, but otherwise healthy. By closing the channel to the void, (name) has stopped any more unnatural phenomena from entering our world. Hostile entities in the area have all fallen to the ground, lifeless. Tales of his/her heroism are sure to spread far and wide.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Embrace the Void ==&lt;br /&gt;
{{Quote|(name) steps into the void and the black ocean floods into him/her, overwhelming every sense, suffusing every cell in his/her body and every thought in his/her mind. The void node has been refocused away from the world, towards one single person. The void structures scream, torn from their otherworldly foundation, then blink out of existence. '''(name) has embraced the void.''' His/Her story continues...|Endgame text after embrace the void.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm embrace the void, you hear the zapping sounds of the void node as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* Several effects applied to the colonist that embraced the void:&lt;br /&gt;
** Gains the '''Void Touched''' hediff:&lt;br /&gt;
*** {{Good|100 HP/day}} regeneration&lt;br /&gt;
*** Rapidly regrows limbs and organs (like a [[ghoul]])&lt;br /&gt;
*** {{Good|×200%}} Study efficiency&lt;br /&gt;
*** {{Good|×200%}} Psychic sensitivity&lt;br /&gt;
*** Disables the need for sleep&lt;br /&gt;
*** Disables the need for comfort&lt;br /&gt;
*** Gains the '''Void Terror''' ability:&lt;br /&gt;
**** Causes one target pawn to flee in terror until they are exhausted.&lt;br /&gt;
**** 5 charges, recovers one charge every 3 hours&lt;br /&gt;
*** Set eyes color to grey if no artificial eyes installed&lt;br /&gt;
*** The colonist will randomly mutter, like [[creepjoiner]]s with &amp;quot;Disturbing&amp;quot; drawback do, which upsets other colonists with a stackable {{--|2}} mood debuff&lt;br /&gt;
** Gains the '''Inhumanized''' hediff (if colonist didn't already have it):&lt;br /&gt;
*** Pain {{Good|-50%}}&lt;br /&gt;
*** Unable to form social relationships&lt;br /&gt;
*** {{Good|-16.0C}} Minimum comfortable temperature &lt;br /&gt;
*** {{Bad|-12}} Animals skill&lt;br /&gt;
*** {{Bad|-12}} Artistic skill&lt;br /&gt;
*** {{Bad|-12}} Social skill&lt;br /&gt;
*** Disables the need for beauty&lt;br /&gt;
*** Disables the need for outdoors&lt;br /&gt;
*** Nullifying a large amount of [[thoughts]]&lt;br /&gt;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
*** Can be rehumanized by Brainwipe [[psychic ritual]]&lt;br /&gt;
** Gains '''Death Refusal''' with 4 charges&lt;br /&gt;
*** Even if the pawn already has charges from other sources, such as the [[Psychic rituals#Imbue death refusal|imbue death refusal]] psychic ritual, the total is still set to 4 charges and any additional charges are simply lost.&lt;br /&gt;
*** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** Set hair color to white; can be undone by a [[styling station]]&lt;br /&gt;
** Gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The void monolith remains active at Level 4; dangerous Anomaly events will continue to occur as your storyteller decides&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points&lt;br /&gt;
* All colonists in the metal hell returns to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost&lt;br /&gt;
{{Quote|(name) has reappeared. He/She looks withered by the inhuman thought-patterns of the void. All traces of humanity have left his/her eyes. (name)'s mind and body are now permanently linked to the dark void of inhuman rage. Powered by this new connection, (name) no longer feels tethered to mortal needs like comfort or sleep. He/She has gained the ability to induce terror in others using the power of the void. The monolith is awakened. It hums louder with (name)'s reappearance, a reminder that its connection to the void has been opened and made permanent.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Post-Anomaly ==&lt;br /&gt;
&lt;br /&gt;
The game continues normally after completing the monolith quest, allowing you to optionally pursue another ending.&lt;br /&gt;
&lt;br /&gt;
= The Mechhive =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
== The Gravship ==&lt;br /&gt;
The Gravship quest appears once you have a [[grav engine]]. You will get its sub-quests overtime as the grav engine passively scans for nearby gravship technology.&lt;br /&gt;
&lt;br /&gt;
For the Mechhive sub-quest to appear, 7 other sub-quests is needed. Once the [[Mechhive]] is located, a [[gravship]] with [[signal jammer]] is the only mandatory criterion - though you will need more to be prepared to survive there.&lt;br /&gt;
&lt;br /&gt;
== Entering the Mechhive ==&lt;br /&gt;
The mechhive is a huge map with a large amount of rooms that contain loot crates, dormant [[mechanoid]]s, mechanoid spawners, and turrets. All of the buildings are made of [[fortified wall]]s, making breaching extremely hard but not impossible. Once you arrive at the mechhive, the [[cerebrex core]] is immediately visible, but it is protected by [[cerebrex stabilizer]]s hidden and scattered among the map, which makes the cerebrex core invulnerable.&lt;br /&gt;
&lt;br /&gt;
When each cerebrex stabilizer is destroyed, it calls a mechanoid drop raid that attacks immediately.&lt;br /&gt;
&lt;br /&gt;
Once all cerebrex stabilizers are destroyed, the &amp;quot;inspect cerebrex core&amp;quot; action becomes available. Doing so requires 15 seconds before prompting a dialogue with two options to conclude the quest (plus &amp;quot;postpone&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Ending - Destroy the core ==&lt;br /&gt;
{{Quote|(name) begins to tear apart the hair-thin cerebral mesh inside the cerebrex core. The mesh twists and groans, as if alive. Electricity arcs among the latticework frame - then in an instant, all goes dark and lifeless. The mechanoid whirring stops. Here, and all across the planet, mechanoids begin to permanently deactivate, no longer under the control of the mechhive. '''The mechanoid threat is over.''' But your story continues...|Endgame text after scavenge technology.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm destroy the core, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All colonists gain a {{+|8}} '''Destroyed Mechhive''' moodlet for 30 days.&lt;br /&gt;
* [[Mechanoid hive]] is deactivated, and all its mechanoids and buildings stop functioning.&lt;br /&gt;
** Those spawned later, such as by an [[orbital mech cluster targeter]]{{RoyaltyIcon}} or a [[Mechanitor]]s'{{BiotechIcon}} mechanoid going feral, are also deactivated upon spawn.&lt;br /&gt;
** Mechanoid raids no longer occur.&lt;br /&gt;
** Mechanoid clusters spawn in with disabled mechanoids and turrets.&lt;br /&gt;
** [[Mechanitor]]s{{BiotechIcon}} can no longer summon [[mechanoid commander]]s.&lt;br /&gt;
** Friendly mechanoids{{BiotechIcon}} continue to function, and new mechanoids can still be gestated.&lt;br /&gt;
** Because mechanoid commanders can no longer be summoned, new [[signal chip]]s{{BiotechIcon}}, [[powerfocus chip]]s{{BiotechIcon}} and [[nano structuring chip]]s{{BiotechIcon}} cannot be acquired.&lt;br /&gt;
* The cerebrex core becomes a [[destroyed cerebrex core]] and can be destroyed for 8 [[steel slag chunk]]s, 300 [[plasteel]]s, 5 [[advanced component]]s and 1 [[persona core]].&lt;br /&gt;
&lt;br /&gt;
{{Quote|By destroying the cerebrex core, (name) has deactivated mechanoids across the planet. The mechanoid threat is over.|Letter after the credits screen.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Scavenge technology ==&lt;br /&gt;
{{Quote|(name) begins working to free a processing node buried within the core. The latticework frame convulses as if in agony. As (name) pulls the node free, the mesh begins to mend, repairing the damage. The core rebuilds its defences and closes. Turning the node over, (name) recoils as it sparks to life, pulsing in time with the core. '''In his/her hand, (name) holds a weapon of untold power.''' The story continues...|Endgame text after scavenge technology.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm scavenge technology, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, a [[cerebrex node]] drop next to the cerebrex core, and the cerebrex core remains invulnerable.&lt;br /&gt;
&lt;br /&gt;
{{Quote|The scavenged node from the cerebrex core lies nearby. It responds strongly to the core, clearly still linked to it. Equip the node to a colonist to make use of it.|Letter after the credits screen.}}&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. After a number of failed attempts(approximately 7 or so), the game over menu does not show the option to create new wanderers.&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>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=163419</id>
		<title>Sentience catalyst</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=163419"/>
		<updated>2025-07-12T02:40:59Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Sentience catalyst&lt;br /&gt;
| image = &lt;br /&gt;
| description = A single-use dose of mechanites used to enhance neural pathways in animals, permanently increasing their trainability and reducing their wildness&lt;br /&gt;
| type = &lt;br /&gt;
}}&lt;br /&gt;
intro text&lt;br /&gt;
&lt;br /&gt;
=== Acquisition ===&lt;br /&gt;
Purchasable from Exotic Goods traders.&lt;br /&gt;
&lt;br /&gt;
Obtained through fishing.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
?&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
?&lt;br /&gt;
== Version history ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
NAV AND CATEGORIES GO HERE.&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=146340</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=146340"/>
		<updated>2024-06-11T04:49:12Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Drawbacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}&lt;br /&gt;
Creepjoiners are an exclusive event for the [[Anomaly]] DLC. You can encounter creepjoiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
If rejected, they can either depart peacefully or become hostile.&lt;br /&gt;
&lt;br /&gt;
Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied if taken prisoner,{{Check Tag|Detail}} as can some of their side effects such as [[entities]].&lt;br /&gt;
&lt;br /&gt;
The [[monolith]] does not need to be active for creepjoiners to appear.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepjoiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker — Has the [[Beautiful]] trait in addition to their other benefit&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer — Usually missing both eyes, which can be replaced with surgery&lt;br /&gt;
* Timeless one — Usually a very young adult&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius - Always has the [[Too smart]] and [[Abrasive]] traits.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[perfect memory]] trait and a high value in all skills. The trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Has a bonus to research &lt;br /&gt;
* Shambler overlord — Has an ability to create create friendly [[shambler]]s&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 20 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]]; or a [[stuff]]able item or building made from steel into [[plasteel]], [[uranium]], [[gold]], or [[bioferrite]].&lt;br /&gt;
* Joybringer — Has the [[Joyous]] trait, which provides a passive {{good|+3}} '''joyous presence''' mood buff to all pawns in your colony anywhere within the same map&lt;br /&gt;
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|&lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
:''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
:* Replicates the effect of a [[healer mech serum]].{{Check Tag|Verify}}&lt;br /&gt;
:* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
:* Range: Touch&lt;br /&gt;
:* Warmup Time: {{Ticks|270}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|360000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|&lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
:''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn in [[LoS]].&lt;br /&gt;
:* Range: 4.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|60000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
They can come with a downside as well, which occurs after a 3-30 day delay while living with your colony:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart. Capturing and re-recruiting may only delay the desertion again.&lt;br /&gt;
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]].&lt;br /&gt;
* Crumbling mind — The colonist will experience a severe health effect that destroys their brain in a number of days. The crumbling can be healed with a [[healer mech serum]] or by having another joiner use Unnatural Healing.&lt;br /&gt;
* Entity jailbreaker — The colonist will suddenly attempt to free all of your contained [[entities]].&lt;br /&gt;
* Psychic agony — The colonist occasionally “explodes”, inflicting a large amount of psychic [[pain]] on nearby pawns. The pain is often enough to down your other colonists temporarily, and then lingers for multiple days at lower levels. [[Psychic sensitivity]] applies to this effect.&lt;br /&gt;
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and [[lung]]s.&lt;br /&gt;
* Disturbing — The colonist upsets other colonists, giving them a {{bad|-2}} '''[name] rambling''' moodlet when interacting with them, which can stack up to {{--|12}} mood.&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.&lt;br /&gt;
&lt;br /&gt;
Also they are not able to romance ordinary pawns, but they can romance another creepjoiner, or form relationships to pawns with the [[Genes#Psychic_bonding|psychic bond]] gene (such as Highmates). {{Check Tag|verify|Confirmed for leathery man. Is this relevant for other types of creepjoiners? Can be overridden with psychic bond}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner is planning to become hostile somehow, they can be downed and recruited normally afterward. At this point, they are not planning anything further and become a &amp;quot;normal&amp;quot; colonist.  Players can preempt most hostile plans and still keep the creepjoiner by immediately anesthetizing and arresting them. {{Check Tag|verify|}}&lt;br /&gt;
&lt;br /&gt;
Performing a medical inspection surgery right after recruiting a creepjoiner can sometimes reveal their downside early.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]].&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=146338</id>
		<title>Toxic wastepack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=146338"/>
		<updated>2024-06-11T04:35:27Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Disposal */ Updated notes on dreadmelds dying from toxic buildup from wastepacks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub|reason=1) 1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all 2) Type }}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Toxic wastepack&lt;br /&gt;
| image = Wastepack_a.png&lt;br /&gt;
| type = &lt;br /&gt;
| tech level = &lt;br /&gt;
| description = A compacted package of toxic waste that will slowly dissolve if not frozen. The surface is heat-sealed for safe transport. Wastepacks will pollute the surrounding terrain if they dissolve, deteriorate, or are otherwise destroyed. Toxic wastepacks are flammable. If burned or damaged, they will release tox gas.&lt;br /&gt;
| mass base = 6&lt;br /&gt;
| stack limit = 5 &lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -40&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| deterioration = 4&lt;br /&gt;
| marketvalue  = 0&lt;br /&gt;
| defName = Wastepack&lt;br /&gt;
| thingCategories = ItemsMisc&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
'''Toxic wastepacks''' are waste products created by mech-related buildings or the cleanup of [[polluted]] tiles.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[Pollution pump]]s and pawns manually cleaning [[pollution]] on the ground will generate wastepacks, at a rate of 1 wastepack per 6 polluted tiles. Wastepacks may also be dropped into your colony as part of a [[Quests#Wastepack_Dumping|quest]].&lt;br /&gt;
&lt;br /&gt;
===Mechanoid Recharging and Gestation===&lt;br /&gt;
Toxic wastepacks are produced when [[friendly mechanoids]] utilize [[mech recharger]]s or [[large mech recharger]]s, or whenever a [[mech gestator]] or [[large mech gestator]] finishes gestating one. The amount of wastepacks produced is proportional to the Bandwidth of the mech recharged or gestated.&lt;br /&gt;
{{Mech Bandwidth}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on [[shelf|shelves]]. &lt;br /&gt;
&lt;br /&gt;
===Pollution===&lt;br /&gt;
When a wastepack is destroyed in any fashion, they will pollute 6 ground tiles of a colony, per wastepack. A full stack of 5 wastepacks pollutes 30 tiles. This pollution can spread through constructed [[wall]]s, but will not bypass natural stone walls.&lt;br /&gt;
&lt;br /&gt;
When burned or damaged, wastepacks release [[tox gas]], in addition to the pollution.&lt;br /&gt;
&lt;br /&gt;
When dumped from a [[caravan]] or sent via unmanned [[transport pod]], wastepacks will lower the [[goodwill]] of a nearby faction or the faction base that you polluted. The goodwill loss is proportional to the amount of waste dumped: −1 goodwill for just a few  packs nearby, −60 or more for multiple pods filled with wastepacks dumped directly on a base. Factions (except tribes) may retaliate by dropping wastepacks back at you, and hostile factions may send an additional [[raid]].&lt;br /&gt;
&lt;br /&gt;
Wastepacks dumped on the world map immediately pollute the world tile by 0.05%, requiring 2000 wastepacks to completely pollute a hex from 0% to 100%.&lt;br /&gt;
&lt;br /&gt;
===Dissolving===&lt;br /&gt;
1 wastepack per stack will dissolve every 8 days, with the following factors:&lt;br /&gt;
* 0.5x if indoors.&lt;br /&gt;
* 2x if in [[Weather|rain]] and outdoors, even if [[roof]]ed.&lt;br /&gt;
* 0x if {{Temperature|0}} or lower. Any temperature above freezing point will not slow the dissolving of the wastepack.&lt;br /&gt;
&lt;br /&gt;
The packs also deteriorate in the same way as all other items. As an example, 5 Toxic wastepacks left out in the rain will dissolve 1 wastepack after 4 days and deteriorate the rest over the course of the next day or so as they lose HP at a rate of 20 per day outside in the rain. This means that even if temperature is below freezing when left outside or unroofed, a wastepack will slowly lose HP and eventually be destroyed, releasing the pollution inside. Unlike most other items, deterioration leaves behind the pollution inside rather than deleting the item altogether.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
===Storage===&lt;br /&gt;
A 7x7 room holds 245 wastepacks, and can be cooled by a single [[cooler]] in a double-walled room, and is effective up to an outside temperature of {{Temperature|41}}. 245 wastepacks are enough storage:&lt;br /&gt;
*To constantly run 8 [[bandwidth]] worth of [[mechanoid creation|mechanoids]] for 1 entire year, 4 bandwidth of mechs for 2 years...&lt;br /&gt;
*To store the waste of 2 [[toxifier generator]]s for ''6 years''. A [[pollution pump]], or a pawn cleaning the pollution by hand, is required to turn ground pollution into wastepacks.&lt;br /&gt;
Depending on [[biome|climate]] and freezer setup, you can get more storage with 1 cooler. And this is 1 cooler - worth {{Required Resources|Cooler}} and {{Q|Cooler|Power Consumption}} W of [[power]] (plus the material for [[wall]]s and [[door]]s). You can easily use multiple coolers to store your waste. This gives you enough time to get a form of waste disposal ready.&lt;br /&gt;
&lt;br /&gt;
===Disposal===&lt;br /&gt;
{{Stub|section=1|reason=Pit gate disposal, [https://www.reddit.com/r/RimWorld/s/37oXn4gCJP ludeon approved] (External link)}}&lt;br /&gt;
[[File:urxiy5rm3nw91.jpg|thumb|400px|right|&amp;lt;small&amp;gt;credit to /u/BenightedAlizar on r/rimworld&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Most means of destroying wastepacks have some sort of consequence:&lt;br /&gt;
&lt;br /&gt;
*'''Letting it pollute.''' Pollution is localized - wastepacks that deteriorate or dissolve away from your base won't have an impact, at least for a while. [[Insectoid]]s may come as wastepacks are destroyed, and [[acidic smog]] can happen at high enough pollution levels.&lt;br /&gt;
*'''Dumping it offsite.''' Dumping near a [[faction base]] (up to 41 tiles?{{Check Tag|Safe distance?}}) will lower [[goodwill]] proportional to distance, wastepacks, and current goodwill. Wastepacks may also be dropped back at you, and if the faction is already hostile, you may start a [[raid]]. Dumping within 4 tiles of your colony will increase the chance for acidic smog.&lt;br /&gt;
**'''[[Caravan]]s''' take time and food to set up, and have a limited carrying capacity - especially without [[pack animal]]s or [[friendly mechanoids]]. &lt;br /&gt;
**'''[[Transport pod]]s''' can dump wastepacks far away. You can choose which faction to anger, or possibly dump it away from anybody. 1 pod, which can store up to 25 wastepacks, and per launch costs {{Required Resources|Transport pod}}, and a variable amount of {{icon small|chemfuel}} [[chemfuel]] depending on how far you launch it.&lt;br /&gt;
**'''[[Shuttle]]s''' {{RoyaltyIcon}} store up to 166 wastepacks (1000kg) at a time, and simply transporting waste will not anger the [[Empire]] - dumping it has the usual penalties. This costs 1 permit slot, has a cooldown of 40 days, and requires a [[noble]] pawn of at least Knight/Dame rank. This permit can theoretically support up to 5 bandwidth without honor costs (although the realistic value is slightly smaller).&lt;br /&gt;
*'''[[Wastepack atomizer]]s''' have no direct consequences from their use. However, they require a precious [[nano structuring chip]] to create, a fair amount of [[power]], and aren't fast. One atomizer can support 4.8 [[bandwidth]] of mechanoids - a [[mechanitor]] is very likely to have more.&lt;br /&gt;
*'''[[Polux tree]]s''', which are another clean form of pollution removal. These trees only grow naturally if there is plenty of pollution already, though [[polux seed|seeds]] can be bought from traders. They clean only 20% as fast as a [[Wastepack atomizer]], and can only clean if there is no artificial buildings in the area, but will erase [[pollution]] directly from the ground. This is also a downside for dealing with future pollution, as these trees do not stop wastepack infestations.&lt;br /&gt;
&lt;br /&gt;
Additionally, a pawn can carry in its inventory up to the total colony carrying capacity of wastepacks by exploitatively forming caravans, which enables the following methods:&lt;br /&gt;
&lt;br /&gt;
*'''[[Death acidifier]]s''', which exploitatively deletes wastepacks carried on a pawn with the implant on death. This does not cause pollution.&lt;br /&gt;
*'''[[Subcore ripscanner]]s''', which exploitatively locks wastepacks carried on a pawn on death. The pawn's corpse can then be destroyed along with any wastepacks in its inventory. This does not cause pollution.&lt;br /&gt;
*'''Pollute the [[undercave]]'''{{AnomalyIcon}}, which also helps you deal with [[fleshbeast]]s since they are not immune to [[toxic buildup]]. Once the polluted tiles reach the Dreadmeld's room, it will slowly die of toxic buildup, triggering the cave to collapse as normal when it does. Pollution of the undercave does not pollute your colony in any way, and they cease to exist once its associated [[pit gate]] collapsed. Note that though caravan exploits can be used to more rapidly transfer packs, they are not necessary for effective use of this method.&lt;br /&gt;
*'''Pollute the [[labyrinth]]'''{{AnomalyIcon}}, but you must destroy all wastepacks there, or the [[warped obelisk]] will teleport them back to your colony when you leave there.&lt;br /&gt;
*'''Pollute the [[metal hell]]'''{{AnomalyIcon}}, wastepacks dropped there so not come back with your pawns.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wastepack_a.png&lt;br /&gt;
File:Wastepack_b.png&lt;br /&gt;
File:Wastepack_c.png&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/1.4.3542|1.4.3542]] - Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added more consequences for dumping near a [[faction base]].&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shambler&amp;diff=146315</id>
		<title>Shambler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shambler&amp;diff=146315"/>
		<updated>2024-06-09T13:55:01Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Summary */ Adding another type-specific debuff to confirmed to persist through shamblerhood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Shambler&lt;br /&gt;
| image = Shambler.png&lt;br /&gt;
| description = A creature who has been raised from the dead by corrupted nano-scale archites.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shamblers''' are corpses which have been reanimated by archotechnology. They attack the living relentlessly and are immune to pain, but expire after a few days of movement.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Shamblers are immune to pain and thus are quite difficult to capture without killing them outright. Their tendency to appear in large groups means that there may be a specimen or two that ends up with damaged legs after you have neutralized the threat.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Shamblers are creatures, typically humanoids, who are reanimated from death. They act as though they are unarmed humanoids, and will attack any living humanoids on sight. While this may sound nonthreatening, Shamblers are immune to pain and have more health than regular humanoids, making them harder to take down. When Shamblers are not humanoid, their abilities can vary greatly depending on what was reanimated.&lt;br /&gt;
&lt;br /&gt;
Any creature other than [[mechanoids]] can be reanimated into a Shambler, and will be hostile to any living humanoids they encounter. Extracting the skull form a human body does not prevent it from raising (the head will respawn). Shamblers will not attack non-humanoid creatures.&lt;br /&gt;
&lt;br /&gt;
Human shamblers still display the skills they had in life.{{Check Tag|Effects?|Do they still have full effect}} Traits such as [[tough]] and [[nimble]] still apply their respective bonuses,{{Check Tag|Verify}} as do non-ability [[genes]]{{BiotechIcon}} that affect statistics and skills that shamblers are still capable of performing.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
A dead shambler that is resurrected with a [[resurrector mech serum]] returns to life as a living creature, not as a shambler.  &lt;br /&gt;
&lt;br /&gt;
[[Boomalope]] shamblers do not explode when killed, and it is likely, but unconfirmed, that [[boomrat]]s and [[toxalope]]s{{BiotechIcon}} do the same.{{Check Tag|Verify|If verified, add to their respective pages like Boomalope}} [[Chimera]]s ''do'' retain their Rage Speed ability, and Shambler [[Noctol]]s keep their light exposure weakness.&lt;br /&gt;
&lt;br /&gt;
Human shamblers benefit from any armor they are wearing, and there are unconfirmed reports that they may be able to use [[utility]] items such as [[turret pack]]s.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Shamblers can get heatstroke, suffer from [[tox gas]]{{BiotechIcon}}{{Check Tag|Details|Theres two aspects to TG}}, and have heart attacks, but feel no pain.{{Check Tag|What else?}}&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The [[bioferrite]] yield of a shambler is determined by the [[Body Size]] of the creature that was reanimated. For example, a normal pawn will yield 1 bioferrite while a reanimated [[Megasloth]] will yield 4. Reanimated [[entities]] ignore this calculation and will retain their original bioferrite yield before reanimation.&lt;br /&gt;
&lt;br /&gt;
Using an [[Electroharvester]] on a shambler will generate 200 watts per body size (a megasloth produces 800 watts) however since shamblers do not regenerate health, using an electroharvester will eventually kill them.&lt;br /&gt;
&lt;br /&gt;
There is a small chance that a shambler will drop bioferrite or a shard upon death.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Shamblers will not attack unless a pawn enters sight range of them, unless sent as a raid. This means that they can be treated much as you would treat a mech cluster; you can safely ignore them if they're in a good location.  They have significant defensive applications for this reason as well, attacking raiders and other invaders indiscriminately.  The ritual to summon them is potentially useful for this purpose.&lt;br /&gt;
&lt;br /&gt;
Despite the name, most Shamblers move at nearly the same speed as a healthy pawn.  They are only capable of melee attacks, and they are fairly durable.  A group of humanoid Shamblers is a modest threat, roughly equivalent to the same number of tribals. Due to being limited to melee, Shamblers can be attacked from range or kited with little risk.&lt;br /&gt;
&lt;br /&gt;
Animal Shamblers can be much more dangerous than humanoids, inheriting the original combat abilities of the creature that was reanimated. In these cases, they are similar to [[Manhunter]]s with enhanced toughness and immunity to pain.&lt;br /&gt;
&lt;br /&gt;
Shamblers that are not contained will naturally die from metabolic exhaustion after a few hours or days, so simply waiting until they eventually die out is a viable strategy if the player cannot combat them directly. Shamblers that are contained in a [[holding spot]] or [[holding platform]] will not die from metabolic exhaustion, and thus can be held indefinitely.&lt;br /&gt;
&lt;br /&gt;
Paralytic abasia is not cured when raised as a shambler. Therefore unaccepted crashlanded who died with paralytic abasia can be captured and held (until the abasia is healed) with zero risk. Babies may also be raised, and are similarly incapable.{{Check Tag|Details|Do shamblers age?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=146193</id>
		<title>Nociosphere</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=146193"/>
		<updated>2024-06-03T02:42:09Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Distractions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Nociosphere&lt;br /&gt;
| description = A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
| image = Nociosphere.png&lt;br /&gt;
| type = Entity &lt;br /&gt;
| destroyyield = {{Icon small|Shard||2}} + {{Icon small|Steel||200}} + {{Icon small|Plasteel||100}} + {{Icon small|Steel slag chunk||0-4}} + {{Icon small|Bioferrite||35}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Nociosphere''' is an initially-dormant mechanical [[entity]] with one singular purpose - to inflict pain on those around it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The nociosphere will randomly appear on the map, playing a sound indicating its arrival. The location at which the sphere arrives is typically where [[traders]] will congregate. It will spawn in a docile state where it can be easily captured. Having a holding requirement of 0 makes this even easier, as it will never randomly escape or attack. However,  it will require a warden to suppress it.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The nociosphere is a black sphere with red highlights. The red highlights glow brighter the higher its activity level. Once it is captured it can be suppressed, and should it reach 100% instability, it will become hostile &amp;amp; attack. Study will reveal it can be used as a weapon on your local map. Extended study will reveal that it is becoming unstable; Suppression will eventually become ineffective. Even if not studied, it will become unstable with time. A warning [[letter]] will notify the player 10 days before suppression will no longer lower the nociosphere's activity{{Check Tag|Verify|Does this warning happen even when not studied?}}.&lt;br /&gt;
&lt;br /&gt;
The sphere emits a ''Pain field'' in a 6 tile radius around itself which induces pain on any pawn within it{{Check Tag|Verify|Does this affect animals or other non-humanoid pawns?}}. This pain effect scales with both [[psychic sensitivity]] and the nociosphere's current activity. Upon entering the radius, the pain experienced by a pawn will quickly increase up to the current maximum based on the previous factors. Leaving the radius will have the pain dissipate at a similar rate. [[Psychically deaf]] pawns are immune to the pain field{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
If sent out to attack, it will be active from 90-115 seconds depending on the stage of study{{Check Tag|Verify}}, starting from 115 seconds down to 90 seconds. Once this timer expires, the entity will reappear in a dormant state wherever the origin of the attack was initiated. If the nociosphere has less than 10 days before it becomes unstable, and is not destroyed during an attack, it will depart and cannot be looted. The sphere cannot be sent to a ''Pocket Map'' [[site]], even if that site originated within the same home tile the nociosphere occupies.&lt;br /&gt;
&lt;br /&gt;
After being sent on an attack, the nociosphere has a cooldown of ''X'' seconds before being able to manually activate again{{Check Tag|Add Details|Exact time in seconds and ticks?}}{{Check Tag|Verify|Can the sphere be activated during the cooldown by attacking it to raise activity?}}. Once the onslaught mode ends during a manual attack the sphere's activity is set to 0%{{Check Tag|Verify|Is this true for other activations?}}.&lt;br /&gt;
&lt;br /&gt;
The nociosphere has a '''massive''' health scale{{Check Tag|Add Details}}, with some parts reaching 12,500 total HP. However, the sphere tends to be destroyed after receiving a total of 1,500 damage regardless of where it is attacked{{Check Tag|Verify}}. This, in practice, causes the sphere to be destroyed much sooner than its health pool may suggest. This also prevents the entity from dying due to lucky hits where one part is targeted consecutively, a common weakness for most creatures. The sphere will not regain health after being attacked; Only a new nociosphere will arrive with full health, a sphere which was already sent to attack will retain its injuries until it departs.&lt;br /&gt;
&lt;br /&gt;
The nociosphere has several attacks which it can use while in onslaught mode:&lt;br /&gt;
&lt;br /&gt;
* Agony Pulse - An area of effect blast centered on the nociosphere or a distant target{{Check Tag|Add Details|Verify range}} with a radius of X{{Check Tag|Verify}} tiles. Causes +100% pain in affected pawns with a duration of X{{Check Tag|Verify}} seconds (acute), and +25% pain with a duration of 3 days (dissipating){{Check Tag|Add Details}}.&lt;br /&gt;
* Heatspikes - A burst of high tech laser fire with 9 shots dealing 18 damage{{Check Tag|Add Details}}.&lt;br /&gt;
* Fleshmelter bolt - Similar to a [[Diabolus]]' [[hellsphere cannon]]{{BiotechIcon}} with a shorter aiming time and lower base damage of 100 points.{{Check Tag|Add Details}}. Deals reduced damage to mechanoids{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The nociosphere yields 7.2 [[bioferrite]] and 720W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Before becoming unstable, there are no downsides to farming bioferrite from a nociosphere as it will not destabilize faster and cannot escape unless its activity reaches 100%. Use of an [[electroharvester]] will cause its activity to increase at an extra 15% per day. Be sure to always have a pawn available for suppression to avoid an early escape, especially if farming electricity.&lt;br /&gt;
&lt;br /&gt;
Moving the nociosphere to a holding platform or otherwise keeping it contained in a high traffic area may cause issues for pawns with the [[wimp]] trait or [[extra pain]] [[gene]]{{BiotechIcon}}, as if these humanoids enter the sphere's vicinity they are likely to collapse from pain shock at high activity levels. Even if not incapacitated, this may cause mood penalties among the colony. Pawns that are psychically deaf are immune to this downside{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
The nociosphere is ''incredibly'' strong. Extreme care should be taken when being deployed as an offensive or defensive weapon to avoid friendly casualties. If possible, it should be released against a threat that can keep it busy for most of its 90-115 seconds of onslaught mode. &lt;br /&gt;
&lt;br /&gt;
Once it has reached the point where it can no longer be stabilized, it is imperative to get rid of it as soon as possible. If possible it should be released against a threat that can keep it busy for most or all of onslaught mode. If it is fully unstable and activates, it will enter its onslaught mode and go after everything living (not entities{{Check Tag|Verify}}) until onslaught mode is over. The ideal enemies to send the nociosphere against would be mechanoids, as they are highly resistant to its flame based attacks and do not feel any pain, negating its psychic abilities. This will allow the mechanoids to stall it until it disappears or even destroy it, especially if the mechanoid group is full of heavy weight mechanoids such as Centipedes.&lt;br /&gt;
&lt;br /&gt;
After being released while unstable, it will disappear regardless of whether or not it is destroyed. Once the point is reached where it can no longer be stabilized, it is imperative to get rid of the sphere before it can attack the entire colony that houses it. There are multiple strategies for doing so{{Check Tag|Add Details|Compile any other useful strategies below}}:&lt;br /&gt;
&lt;br /&gt;
=== Colony Defense ===&lt;br /&gt;
Whenever the colony might be raided, or otherwise have hostile creatures within the home tile, the nociosphere can be sent to dispatch them. The sphere is much more efficient at clearing out grouped up enemies, as 2 of its 3 powerful attacks have an area of effect able to incapacitate or outright kill a majority of enemies. For groups of enemies dispersed throughout the map tile the sphere is much less consistent. This is especially true if the tile is also home to many wild animals, as the nociosphere will not prioritize attacking hostiles over neutral pawns. This will often cause the nociosphere to end its onslaught before all primary targets are defeated.&lt;br /&gt;
&lt;br /&gt;
Even low threat raids should be considered a target for the sphere, as each fight will weaken the sphere for subsequent raid; This may allow the sphere's loot to be obtained before it is able to disappear permanently. Be aware that the fewer targets given to attack, the more likely the rampage can find its way back to the colony.&lt;br /&gt;
&lt;br /&gt;
If desperate for a hostile force to distract the nociosphere, [[toxic wastepack]]s{{BiotechIcon}} can be used via [[transport pod]] dumping to initiate a hostile raid. Note that only low tech factions are guaranteed to send retaliatory raids, as higher tech factions might instead send toxic waste back to the colony. Raids initiated this way are also not guaranteed to happen right away, sometimes taking several days to arrive, so this must be done in advance.&lt;br /&gt;
&lt;br /&gt;
Use of a mechanitor can also provide further raids on command by summoning mech commanders via the [[comms console]], [[mechband antenna]]{{BiotechIcon}}, and [[mechband dish]]{{BiotechIcon}}. Similar to wastepack raids, these must be called in much earlier than the nociosphere reaching 100% activity, as they might show up several days later. Of these 3 options, the mechband dish is the most likely to distract and outlast the sphere's onslaught; The [[apocriton]]'s ability to revive mechanoids and return them to the fight grants many targets for the sphere's weaponry. Furthermore, the sphere is less likely to leave the combat area due to the abundance of robot targets.&lt;br /&gt;
&lt;br /&gt;
=== Distractions ===&lt;br /&gt;
The entity is hostile to most creatures, including mechanoids, insects, all mobile [[entities]], and wildlife. Nociospheres will not target pawns within [[cryptosleep_casket]]s, buildings such as powered, unpowered turrets, or fleshmass spitters spawned by [[Fleshmass_heart|Fleshmass Hearts]], children under the age of 3, or other nociospheres (active or not). Nociospheres will ignore targets that are downed.&lt;br /&gt;
&lt;br /&gt;
In the event there are no enemies, the sphere can be sent near [[animals]] to distract it until the end of its onslaught. Faster animals can sometimes kite the nociosphere until its onslaught mode deactivates. Be careful that these animals do not bring the sphere back towards the colony.&lt;br /&gt;
&lt;br /&gt;
Active or inactive [[mechanoid cluster]]s{{RoyaltyIcon}} can also be a prime target for the sphere, sometimes allowing the entire cluster to be wiped out. Note that this method will likely destroy any valuable resources from the cluster, such as the [[mech node]] and [[unstable power cell]].&lt;br /&gt;
&lt;br /&gt;
A skilled animal handler or a [[mechanitor]]{{BiotechIcon}} can use disposable animals or [[mechanoids]] to either kite or distract the sphere. The use of allowed [[zones]] can be helpful in keeping the trainer or mechanitor at a distance while the bait keeps the sphere away from the colony.&lt;br /&gt;
&lt;br /&gt;
The use of [[psychic rituals]] can also serve as a nice distraction, provided the colony has the [[Bioferrite]] and manpower to conduct one. [[Psychic_rituals#Draw_Shamblers|Summoning]] [[Shambler|Shamblers]] is the best option as they always enter from a map edge which usually will not be right on top of your colony, tend to wander less than Fleshbeasts, and at higher ritual percentages the summoned horde will usually survive the Nociosphere onslaught with at least some surviving members.&lt;br /&gt;
&lt;br /&gt;
In cases of urgency where suppression is no longer possible, a pawn with sufficient movement speed can be used to kite around the nociosphere around the map until the duration ends. Note that any creatures closest to it will change it's target and possibly bring it to your colony.&lt;br /&gt;
&lt;br /&gt;
=== Direct Combat ===&lt;br /&gt;
Rarely, or within certain biomes, a large amount of disposable pawns may not be readily available on the home tile. Attacking the sphere and obtaining the loot stashed within should be considered secondary to protecting the colony and the structures within.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry does affect the nociosphere and the acquisition of such weapons should considered a priority if direct combat with the sphere is warranted. Directly attacking the nociosphere without EMP weaponry is ill-advised without end-game gear and/or highly skilled colonists. and/or a large amount of disposable creatures.&lt;br /&gt;
&lt;br /&gt;
Melee attacks are generally ineffective against the sphere outside of a [[zeushammer]] due to the sphere's tendency to teleport away from enemies before attacking, as well as its agony pulse attack which affects a radius around itself. Any melee colonists should be equipped with [[longjump legs]], a [[jump pack]], or similar ability to both be able to do consistent damage and avoid damage themselves.&lt;br /&gt;
&lt;br /&gt;
Deploying the sphere at the farthest possible point can delay the attack by a precious few seconds, although the sphere's teleportation ability will quickly make up this distance if no targets are available nearby.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
Sending away all colonists from a map as part of a caravan just before the Nociosphere goes active can entirely avoid the risk of colonist death. Active Nociospheres will still target prisoners and tamed animals, which may make this approach harder for [[Sanguophages|Sanguophage]] colonies that may keep keep large numbers of prisoners for hemogen farming, or colonies that have large herds of tamed animals.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nociosphere's name likely comes from the words &amp;quot;[https://en.wikipedia.org/wiki/Nociception nocioception]&amp;quot;, which refers to the body's ability to feel pain, or &amp;quot;nocere&amp;quot; which is the latin word for harm/hurt.&lt;br /&gt;
* The Nociosphere has a bounding box that is 2x2 tiles in size, making it the only pawn with a box larger than 1x1.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=146192</id>
		<title>Nociosphere</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=146192"/>
		<updated>2024-06-03T02:41:45Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Distractions */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Nociosphere&lt;br /&gt;
| description = A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
| image = Nociosphere.png&lt;br /&gt;
| type = Entity &lt;br /&gt;
| destroyyield = {{Icon small|Shard||2}} + {{Icon small|Steel||200}} + {{Icon small|Plasteel||100}} + {{Icon small|Steel slag chunk||0-4}} + {{Icon small|Bioferrite||35}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Nociosphere''' is an initially-dormant mechanical [[entity]] with one singular purpose - to inflict pain on those around it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The nociosphere will randomly appear on the map, playing a sound indicating its arrival. The location at which the sphere arrives is typically where [[traders]] will congregate. It will spawn in a docile state where it can be easily captured. Having a holding requirement of 0 makes this even easier, as it will never randomly escape or attack. However,  it will require a warden to suppress it.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The nociosphere is a black sphere with red highlights. The red highlights glow brighter the higher its activity level. Once it is captured it can be suppressed, and should it reach 100% instability, it will become hostile &amp;amp; attack. Study will reveal it can be used as a weapon on your local map. Extended study will reveal that it is becoming unstable; Suppression will eventually become ineffective. Even if not studied, it will become unstable with time. A warning [[letter]] will notify the player 10 days before suppression will no longer lower the nociosphere's activity{{Check Tag|Verify|Does this warning happen even when not studied?}}.&lt;br /&gt;
&lt;br /&gt;
The sphere emits a ''Pain field'' in a 6 tile radius around itself which induces pain on any pawn within it{{Check Tag|Verify|Does this affect animals or other non-humanoid pawns?}}. This pain effect scales with both [[psychic sensitivity]] and the nociosphere's current activity. Upon entering the radius, the pain experienced by a pawn will quickly increase up to the current maximum based on the previous factors. Leaving the radius will have the pain dissipate at a similar rate. [[Psychically deaf]] pawns are immune to the pain field{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
If sent out to attack, it will be active from 90-115 seconds depending on the stage of study{{Check Tag|Verify}}, starting from 115 seconds down to 90 seconds. Once this timer expires, the entity will reappear in a dormant state wherever the origin of the attack was initiated. If the nociosphere has less than 10 days before it becomes unstable, and is not destroyed during an attack, it will depart and cannot be looted. The sphere cannot be sent to a ''Pocket Map'' [[site]], even if that site originated within the same home tile the nociosphere occupies.&lt;br /&gt;
&lt;br /&gt;
After being sent on an attack, the nociosphere has a cooldown of ''X'' seconds before being able to manually activate again{{Check Tag|Add Details|Exact time in seconds and ticks?}}{{Check Tag|Verify|Can the sphere be activated during the cooldown by attacking it to raise activity?}}. Once the onslaught mode ends during a manual attack the sphere's activity is set to 0%{{Check Tag|Verify|Is this true for other activations?}}.&lt;br /&gt;
&lt;br /&gt;
The nociosphere has a '''massive''' health scale{{Check Tag|Add Details}}, with some parts reaching 12,500 total HP. However, the sphere tends to be destroyed after receiving a total of 1,500 damage regardless of where it is attacked{{Check Tag|Verify}}. This, in practice, causes the sphere to be destroyed much sooner than its health pool may suggest. This also prevents the entity from dying due to lucky hits where one part is targeted consecutively, a common weakness for most creatures. The sphere will not regain health after being attacked; Only a new nociosphere will arrive with full health, a sphere which was already sent to attack will retain its injuries until it departs.&lt;br /&gt;
&lt;br /&gt;
The nociosphere has several attacks which it can use while in onslaught mode:&lt;br /&gt;
&lt;br /&gt;
* Agony Pulse - An area of effect blast centered on the nociosphere or a distant target{{Check Tag|Add Details|Verify range}} with a radius of X{{Check Tag|Verify}} tiles. Causes +100% pain in affected pawns with a duration of X{{Check Tag|Verify}} seconds (acute), and +25% pain with a duration of 3 days (dissipating){{Check Tag|Add Details}}.&lt;br /&gt;
* Heatspikes - A burst of high tech laser fire with 9 shots dealing 18 damage{{Check Tag|Add Details}}.&lt;br /&gt;
* Fleshmelter bolt - Similar to a [[Diabolus]]' [[hellsphere cannon]]{{BiotechIcon}} with a shorter aiming time and lower base damage of 100 points.{{Check Tag|Add Details}}. Deals reduced damage to mechanoids{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The nociosphere yields 7.2 [[bioferrite]] and 720W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Before becoming unstable, there are no downsides to farming bioferrite from a nociosphere as it will not destabilize faster and cannot escape unless its activity reaches 100%. Use of an [[electroharvester]] will cause its activity to increase at an extra 15% per day. Be sure to always have a pawn available for suppression to avoid an early escape, especially if farming electricity.&lt;br /&gt;
&lt;br /&gt;
Moving the nociosphere to a holding platform or otherwise keeping it contained in a high traffic area may cause issues for pawns with the [[wimp]] trait or [[extra pain]] [[gene]]{{BiotechIcon}}, as if these humanoids enter the sphere's vicinity they are likely to collapse from pain shock at high activity levels. Even if not incapacitated, this may cause mood penalties among the colony. Pawns that are psychically deaf are immune to this downside{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
The nociosphere is ''incredibly'' strong. Extreme care should be taken when being deployed as an offensive or defensive weapon to avoid friendly casualties. If possible, it should be released against a threat that can keep it busy for most of its 90-115 seconds of onslaught mode. &lt;br /&gt;
&lt;br /&gt;
Once it has reached the point where it can no longer be stabilized, it is imperative to get rid of it as soon as possible. If possible it should be released against a threat that can keep it busy for most or all of onslaught mode. If it is fully unstable and activates, it will enter its onslaught mode and go after everything living (not entities{{Check Tag|Verify}}) until onslaught mode is over. The ideal enemies to send the nociosphere against would be mechanoids, as they are highly resistant to its flame based attacks and do not feel any pain, negating its psychic abilities. This will allow the mechanoids to stall it until it disappears or even destroy it, especially if the mechanoid group is full of heavy weight mechanoids such as Centipedes.&lt;br /&gt;
&lt;br /&gt;
After being released while unstable, it will disappear regardless of whether or not it is destroyed. Once the point is reached where it can no longer be stabilized, it is imperative to get rid of the sphere before it can attack the entire colony that houses it. There are multiple strategies for doing so{{Check Tag|Add Details|Compile any other useful strategies below}}:&lt;br /&gt;
&lt;br /&gt;
=== Colony Defense ===&lt;br /&gt;
Whenever the colony might be raided, or otherwise have hostile creatures within the home tile, the nociosphere can be sent to dispatch them. The sphere is much more efficient at clearing out grouped up enemies, as 2 of its 3 powerful attacks have an area of effect able to incapacitate or outright kill a majority of enemies. For groups of enemies dispersed throughout the map tile the sphere is much less consistent. This is especially true if the tile is also home to many wild animals, as the nociosphere will not prioritize attacking hostiles over neutral pawns. This will often cause the nociosphere to end its onslaught before all primary targets are defeated.&lt;br /&gt;
&lt;br /&gt;
Even low threat raids should be considered a target for the sphere, as each fight will weaken the sphere for subsequent raid; This may allow the sphere's loot to be obtained before it is able to disappear permanently. Be aware that the fewer targets given to attack, the more likely the rampage can find its way back to the colony.&lt;br /&gt;
&lt;br /&gt;
If desperate for a hostile force to distract the nociosphere, [[toxic wastepack]]s{{BiotechIcon}} can be used via [[transport pod]] dumping to initiate a hostile raid. Note that only low tech factions are guaranteed to send retaliatory raids, as higher tech factions might instead send toxic waste back to the colony. Raids initiated this way are also not guaranteed to happen right away, sometimes taking several days to arrive, so this must be done in advance.&lt;br /&gt;
&lt;br /&gt;
Use of a mechanitor can also provide further raids on command by summoning mech commanders via the [[comms console]], [[mechband antenna]]{{BiotechIcon}}, and [[mechband dish]]{{BiotechIcon}}. Similar to wastepack raids, these must be called in much earlier than the nociosphere reaching 100% activity, as they might show up several days later. Of these 3 options, the mechband dish is the most likely to distract and outlast the sphere's onslaught; The [[apocriton]]'s ability to revive mechanoids and return them to the fight grants many targets for the sphere's weaponry. Furthermore, the sphere is less likely to leave the combat area due to the abundance of robot targets.&lt;br /&gt;
&lt;br /&gt;
=== Distractions ===&lt;br /&gt;
The entity is hostile to most creatures, including mechanoids, insects, all mobile [[entities]], and wildlife. Nociospheres will not target pawns within [[cryptosleep_casket]]s, buildings such as powered, unpowered turrets, or fleshmass spitters spawned by [[Fleshmass_heart]|Fleshmass Hearts], children under the age of 3, or other nociospheres (active or not). Nociospheres will ignore targets that are downed.&lt;br /&gt;
&lt;br /&gt;
In the event there are no enemies, the sphere can be sent near [[animals]] to distract it until the end of its onslaught. Faster animals can sometimes kite the nociosphere until its onslaught mode deactivates. Be careful that these animals do not bring the sphere back towards the colony.&lt;br /&gt;
&lt;br /&gt;
Active or inactive [[mechanoid cluster]]s{{RoyaltyIcon}} can also be a prime target for the sphere, sometimes allowing the entire cluster to be wiped out. Note that this method will likely destroy any valuable resources from the cluster, such as the [[mech node]] and [[unstable power cell]].&lt;br /&gt;
&lt;br /&gt;
A skilled animal handler or a [[mechanitor]]{{BiotechIcon}} can use disposable animals or [[mechanoids]] to either kite or distract the sphere. The use of allowed [[zones]] can be helpful in keeping the trainer or mechanitor at a distance while the bait keeps the sphere away from the colony.&lt;br /&gt;
&lt;br /&gt;
The use of [[psychic rituals]] can also serve as a nice distraction, provided the colony has the [[Bioferrite]] and manpower to conduct one. [[Psychic_rituals#Draw_Shamblers|Summoning]] [[Shambler|Shamblers]] is the best option as they always enter from a map edge which usually will not be right on top of your colony, tend to wander less than Fleshbeasts, and at higher ritual percentages the summoned horde will usually survive the Nociosphere onslaught with at least some surviving members.&lt;br /&gt;
&lt;br /&gt;
In cases of urgency where suppression is no longer possible, a pawn with sufficient movement speed can be used to kite around the nociosphere around the map until the duration ends. Note that any creatures closest to it will change it's target and possibly bring it to your colony.&lt;br /&gt;
&lt;br /&gt;
=== Direct Combat ===&lt;br /&gt;
Rarely, or within certain biomes, a large amount of disposable pawns may not be readily available on the home tile. Attacking the sphere and obtaining the loot stashed within should be considered secondary to protecting the colony and the structures within.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry does affect the nociosphere and the acquisition of such weapons should considered a priority if direct combat with the sphere is warranted. Directly attacking the nociosphere without EMP weaponry is ill-advised without end-game gear and/or highly skilled colonists. and/or a large amount of disposable creatures.&lt;br /&gt;
&lt;br /&gt;
Melee attacks are generally ineffective against the sphere outside of a [[zeushammer]] due to the sphere's tendency to teleport away from enemies before attacking, as well as its agony pulse attack which affects a radius around itself. Any melee colonists should be equipped with [[longjump legs]], a [[jump pack]], or similar ability to both be able to do consistent damage and avoid damage themselves.&lt;br /&gt;
&lt;br /&gt;
Deploying the sphere at the farthest possible point can delay the attack by a precious few seconds, although the sphere's teleportation ability will quickly make up this distance if no targets are available nearby.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
Sending away all colonists from a map as part of a caravan just before the Nociosphere goes active can entirely avoid the risk of colonist death. Active Nociospheres will still target prisoners and tamed animals, which may make this approach harder for [[Sanguophages|Sanguophage]] colonies that may keep keep large numbers of prisoners for hemogen farming, or colonies that have large herds of tamed animals.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nociosphere's name likely comes from the words &amp;quot;[https://en.wikipedia.org/wiki/Nociception nocioception]&amp;quot;, which refers to the body's ability to feel pain, or &amp;quot;nocere&amp;quot; which is the latin word for harm/hurt.&lt;br /&gt;
* The Nociosphere has a bounding box that is 2x2 tiles in size, making it the only pawn with a box larger than 1x1.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shambler&amp;diff=146189</id>
		<title>Shambler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shambler&amp;diff=146189"/>
		<updated>2024-06-02T18:49:37Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Shambler&lt;br /&gt;
| image = Shambler.png&lt;br /&gt;
| description = A creature who has been raised from the dead by corrupted nano-scale archites.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shamblers''' are corpses which have been reanimated by archotechnology. They attack the living relentlessly and are immune to pain, but expire after a few days of movement.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Shamblers are immune to pain and thus are quite difficult to capture without killing them outright. Their tendency to appear in large groups means that there may be a specimen or two that ends up with damaged legs after you have neutralized the threat.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Shamblers are creatures, typically humanoids, who are reanimated from death. They act as though they are unarmed humanoids, and will attack any living humanoids on sight. While this may sound nonthreatening, Shamblers are immune to pain and have more health than regular humanoids, making them harder to take down. When Shamblers are not humanoid, their abilities can vary greatly depending on what was reanimated.&lt;br /&gt;
&lt;br /&gt;
Any creature other than [[mechanoids]] can be reanimated into a Shambler, and will be hostile to any living humanoids they encounter. Extracting the skull form a human body does not prevent it from raising (the head will respawn). Shamblers will not attack non-humanoid creatures.&lt;br /&gt;
&lt;br /&gt;
Human shamblers still display the skills they had in life.{{Check Tag|Effects?|Do they still have full effect}} Traits such as [[tough]] and [[nimble]] still apply their respective bonuses,{{Check Tag|Verify}} as do non-ability [[genes]]{{BiotechIcon}} that affect statistics and skills that shamblers are still capable of performing.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
A dead shambler that is resurrected with a [[resurrector mech serum]] returns to life as a living creature, not as a shambler.  &lt;br /&gt;
&lt;br /&gt;
[[Boomalope]] shamblers do not explode when killed, and it is likely, but unconfirmed, that [[boomrat]]s and [[toxalope]]s{{BiotechIcon}} do the same.{{Check Tag|Verify|If verified, add to their respective pages like Boomalope}} [[Chimera]]s ''do'' retain their Rage Speed ability.&lt;br /&gt;
&lt;br /&gt;
Human shamblers benefit from any armor they are wearing, and there are unconfirmed reports that they may be able to use [[utility]] items such as [[turret pack]]s.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Shamblers can get heatstroke, suffer from [[tox gas]]{{BiotechIcon}}{{Check Tag|Details|Theres two aspects to TG}}, and have heart attacks, but feel no pain.{{Check Tag|What else?}}&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The [[bioferrite]] yield of a shambler is determined by the [[Body Size]] of the creature that was reanimated. For example, a normal pawn will yield 1 bioferrite while a reanimated [[Megasloth]] will yield 4. Reanimated [[entities]] ignore this calculation and will retain their original bioferrite yield before reanimation.&lt;br /&gt;
&lt;br /&gt;
Using an [[Electroharvester]] on a shambler will generate 200 watts per body size (a megasloth produces 800 watts) however since shamblers do not regenerate health, using an electroharvester will eventually kill them.&lt;br /&gt;
&lt;br /&gt;
There is a small chance that a shambler will drop bioferrite or a shard upon death.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Shamblers will not attack unless a pawn enters sight range of them, unless sent as a raid. This means that they can be treated much as you would treat a mech cluster; you can safely ignore them if they're in a good location.  They have significant defensive applications for this reason as well, attacking raiders and other invaders indiscriminately.  The ritual to summon them is potentially useful for this purpose.&lt;br /&gt;
&lt;br /&gt;
Despite the name, most Shamblers move at nearly the same speed as a healthy pawn.  They are only capable of melee attacks, and they are fairly durable.  A group of humanoid Shamblers is a modest threat, roughly equivalent to the same number of tribals. Due to being limited to melee, Shamblers can be attacked from range or kited with little risk.&lt;br /&gt;
&lt;br /&gt;
Animal Shamblers can be much more dangerous than humanoids, inheriting the original combat abilities of the creature that was reanimated. In these cases, they are similar to [[Manhunter]]s with enhanced toughness and immunity to pain.&lt;br /&gt;
&lt;br /&gt;
Shamblers that are not contained will naturally die from metabolic exhaustion after a few hours or days, so simply waiting until they eventually die out is a viable strategy if the player cannot combat them directly. Shamblers that are contained in a [[holding spot]] or [[holding platform]] will not die from metabolic exhaustion, and thus can be held indefinitely.&lt;br /&gt;
&lt;br /&gt;
Paralytic abasia is not cured when raised as a shambler. Therefore unaccepted crashlanded who died with paralytic abasia can be captured and held (until the abasia is healed) with zero risk. Babies may also be raised, and are similarly incapable.{{Check Tag|Details|Do shamblers age?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=146188</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=146188"/>
		<updated>2024-06-02T18:49:13Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but especially the infobox - especially especially the attacks}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br/&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| filth rate = &lt;br /&gt;
| predator = &lt;br /&gt;
| combatPower = &lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| hungerrate = &lt;br /&gt;
| diet = none&lt;br /&gt;
| leathername = dread leather&lt;br /&gt;
| meatname = twisted meat&lt;br /&gt;
| basemeatamount = 70&lt;br /&gt;
| baseleatheramount = 20&lt;br /&gt;
| wildness = &lt;br /&gt;
| manhuntertame = &lt;br /&gt;
| manhunter = &lt;br /&gt;
| trainable = None&lt;br /&gt;
| mateMtb = &lt;br /&gt;
| gestation = &lt;br /&gt;
| offspring = &lt;br /&gt;
| lifespan = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Left claw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = Left claw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3chancefactor = 0.5 &lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = Head&lt;br /&gt;
| attack4chancefactor = 0.2 &lt;br /&gt;
| page verified for version = &lt;br /&gt;
| tradeTags = AnimalUncommon, AnimalFighter&lt;br /&gt;
}}&lt;br /&gt;
The '''chimera''' is a bestial and ferocious [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Chimeras often appear in packs. Cunning predators, they will wait for an opportunity to attack you at your most vulnerable.{{Check Tag|Detail needed|not sure what actually causes them to start attacking or if that's just flavor text.}} They can be dangerous combatants, especially in large numbers.&lt;br /&gt;
&lt;br /&gt;
They bleed at half the rate of normal animals and have 50% [[Toxic Resistance]].&lt;br /&gt;
&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage, gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''Rage Speed:'''&lt;br /&gt;
* [[Pain]]: {{good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}}{{CS}}&lt;br /&gt;
* [[Stagger]] Time Multiplier: {{good|×0%}}&lt;br /&gt;
&lt;br /&gt;
Colonists who see a Chimera will receive a {{bad|-8}} mood effect for 24 hours. Killing or disposing of the Chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite generator]], it yields {{Icon small|bioferrite||3.225}} [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With its ability to become enraged, and inability to be downed due to pain, it can catch up to ranged pawns frighteningly fast. With much greater movement speed than a default pawn, outpacing it might prove very difficult.  Heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It has some of the strongest melee attacks of any single entity, equivalent to a [[Bear]], and can quickly cause a colonist to bleed out by tearing off limbs. Like many entities, it is susceptible to [[fire]], and won't attack while it is putting out the flames.&lt;br /&gt;
&lt;br /&gt;
They are limited to their powerful melee attacks and will eagerly pile up behind a door blocked by melee colonists.  Like manhunter animals, they will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors.  Unlike manhunter packs, they won't sleep and will roam outside player bases indefinitely until they're killed.  Also unlike manhunter packs, chimeras do not count as mentally broken and can be turned against each other with [[psychic insanity lance]]s or berserk [[psycasts]]{{RoyaltyIcon}} - notably, they're affected by the [[Manhunter pulse]] psycast{{RoyaltyIcon}}, which has a very large area of affect and can often turn entire raids of Chimeras against themselves. Chimeras are also hostile to non-entity raiders.  Summoning a mech boss or deliberately failing a draw animals ritual to summon manhunters are both viable ways to eliminate or weaken a pack of chimeras. Another strategy is to attack from afar using [[Mortar|Mortars]] to force them to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock.&lt;br /&gt;
&lt;br /&gt;
Capturing chimeras is quite difficult due to their immunity to pain combined with their high speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may block a doorway before your colonist can close the door.  They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes.  [[Psychic shock lance]]s are another option, if available.&lt;br /&gt;
&lt;br /&gt;
If raised as a shambler (e.g. by [[Research#Deadlife_dust|deadlife dust]]), Chimera retain their Rage Speed ability.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Image wanted|section=1|reason=desiccated etc}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_A_east.png | Variant A facing east&lt;br /&gt;
File:Chimera_A_north.png| Variant A facing north&lt;br /&gt;
File:Chimera_A_south.png| Variant A facing south&lt;br /&gt;
File:DessicatedChimera_A_east.png | Dessicated variant A facing east&lt;br /&gt;
File:DessicatedChimera_A_north.png| Dessicated variant A facing north&lt;br /&gt;
File:DessicatedChimera_A_south.png| Dessicated variant A facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_B_east.png | Variant B facing east&lt;br /&gt;
File:Chimera_B_north.png| Variant B facing north&lt;br /&gt;
File:Chimera_B_south.png| Variant B facing south&lt;br /&gt;
File:DessicatedChimera_B_east.png | Dessicated variant B facing east&lt;br /&gt;
File:DessicatedChimera_B_north.png| Dessicated variant B facing north&lt;br /&gt;
File:DessicatedChimera_B_south.png| Dessicated variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_C_east.png | Variant C facing east&lt;br /&gt;
File:Chimera_C_north.png| Variant C facing north&lt;br /&gt;
File:Chimera_C_south.png| Variant C facing south&lt;br /&gt;
File:DessicatedChimera_C_east.png | Dessicated variant C facing east&lt;br /&gt;
File:DessicatedChimera_C_north.png| Dessicated variant C facing north&lt;br /&gt;
File:DessicatedChimera_C_south.png| Dessicated variant C facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_D_east.png | Variant D facing east&lt;br /&gt;
File:Chimera_D_north.png| Variant D facing north&lt;br /&gt;
File:Chimera_D_south.png| Variant D facing south&lt;br /&gt;
File:DessicatedChimera_D_east.png | Dessicated variant D facing east&lt;br /&gt;
File:DessicatedChimera_D_north.png| Dessicated variant D facing north&lt;br /&gt;
File:DessicatedChimera_D_south.png| Dessicated variant D facing 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;
[[Category: Entities]]&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=146187</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=146187"/>
		<updated>2024-06-02T18:48:35Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but especially the infobox - especially especially the attacks}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br/&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| filth rate = &lt;br /&gt;
| predator = &lt;br /&gt;
| combatPower = &lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| hungerrate = &lt;br /&gt;
| diet = none&lt;br /&gt;
| leathername = dread leather&lt;br /&gt;
| meatname = twisted meat&lt;br /&gt;
| basemeatamount = 70&lt;br /&gt;
| baseleatheramount = 20&lt;br /&gt;
| wildness = &lt;br /&gt;
| manhuntertame = &lt;br /&gt;
| manhunter = &lt;br /&gt;
| trainable = None&lt;br /&gt;
| mateMtb = &lt;br /&gt;
| gestation = &lt;br /&gt;
| offspring = &lt;br /&gt;
| lifespan = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Left claw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = Left claw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3chancefactor = 0.5 &lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = Head&lt;br /&gt;
| attack4chancefactor = 0.2 &lt;br /&gt;
| page verified for version = &lt;br /&gt;
| tradeTags = AnimalUncommon, AnimalFighter&lt;br /&gt;
}}&lt;br /&gt;
The '''chimera''' is a bestial and ferocious [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Chimeras often appear in packs. Cunning predators, they will wait for an opportunity to attack you at your most vulnerable.{{Check Tag|Detail needed|not sure what actually causes them to start attacking or if that's just flavor text.}} They can be dangerous combatants, especially in large numbers.&lt;br /&gt;
&lt;br /&gt;
They bleed at half the rate of normal animals and have 50% [[Toxic Resistance]].&lt;br /&gt;
&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage, gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''Rage Speed:'''&lt;br /&gt;
* [[Pain]]: {{good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}}{{CS}}&lt;br /&gt;
* [[Stagger]] Time Multiplier: {{good|×0%}}&lt;br /&gt;
&lt;br /&gt;
Colonists who see a Chimera will receive a {{bad|-8}} mood effect for 24 hours. Killing or disposing of the Chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite generator]], it yields {{Icon small|bioferrite||3.225}} [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With its ability to become enraged, and inability to be downed due to pain, it can catch up to ranged pawns frighteningly fast. With much greater movement speed than a default pawn, outpacing it might prove very difficult.  Heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It has some of the strongest melee attacks of any single entity, equivalent to a [[Bear]], and can quickly cause a colonist to bleed out by tearing off limbs. Like many entities, it is susceptible to [[fire]], and won't attack while it is putting out the flames.&lt;br /&gt;
&lt;br /&gt;
They are limited to their powerful melee attacks and will eagerly pile up behind a door blocked by melee colonists.  Like manhunter animals, they will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors.  Unlike manhunter packs, they won't sleep and will roam outside player bases indefinitely until they're killed.  Also unlike manhunter packs, chimeras do not count as mentally broken and can be turned against each other with [[psychic insanity lance]]s or berserk [[psycasts]]{{RoyaltyIcon}} - notably, they're affected by the [[Manhunter pulse]] psycast{{RoyaltyIcon}}, which has a very large area of affect and can often turn entire raids of Chimeras against themselves. Chimeras are also hostile to non-entity raiders.  Summoning a mech boss or deliberately failing a draw animals ritual to summon manhunters are both viable ways to eliminate or weaken a pack of chimeras. Another strategy is to attack from afar using [[Mortar|Mortars]] to force them to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock.&lt;br /&gt;
&lt;br /&gt;
Capturing chimeras is quite difficult due to their immunity to pain combined with their high speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may block a doorway before your colonist can close the door.  They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes.  [[Psychic shock lance]]s are another option, if available.&lt;br /&gt;
&lt;br /&gt;
If raised as a shambler (e.g. by [[Research#Deadlife_dust|deadlife dust]]), Chimera retain their Blood Rage ability.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Image wanted|section=1|reason=desiccated etc}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_A_east.png | Variant A facing east&lt;br /&gt;
File:Chimera_A_north.png| Variant A facing north&lt;br /&gt;
File:Chimera_A_south.png| Variant A facing south&lt;br /&gt;
File:DessicatedChimera_A_east.png | Dessicated variant A facing east&lt;br /&gt;
File:DessicatedChimera_A_north.png| Dessicated variant A facing north&lt;br /&gt;
File:DessicatedChimera_A_south.png| Dessicated variant A facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_B_east.png | Variant B facing east&lt;br /&gt;
File:Chimera_B_north.png| Variant B facing north&lt;br /&gt;
File:Chimera_B_south.png| Variant B facing south&lt;br /&gt;
File:DessicatedChimera_B_east.png | Dessicated variant B facing east&lt;br /&gt;
File:DessicatedChimera_B_north.png| Dessicated variant B facing north&lt;br /&gt;
File:DessicatedChimera_B_south.png| Dessicated variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_C_east.png | Variant C facing east&lt;br /&gt;
File:Chimera_C_north.png| Variant C facing north&lt;br /&gt;
File:Chimera_C_south.png| Variant C facing south&lt;br /&gt;
File:DessicatedChimera_C_east.png | Dessicated variant C facing east&lt;br /&gt;
File:DessicatedChimera_C_north.png| Dessicated variant C facing north&lt;br /&gt;
File:DessicatedChimera_C_south.png| Dessicated variant C facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_D_east.png | Variant D facing east&lt;br /&gt;
File:Chimera_D_north.png| Variant D facing north&lt;br /&gt;
File:Chimera_D_south.png| Variant D facing south&lt;br /&gt;
File:DessicatedChimera_D_east.png | Dessicated variant D facing east&lt;br /&gt;
File:DessicatedChimera_D_north.png| Dessicated variant D facing north&lt;br /&gt;
File:DessicatedChimera_D_south.png| Dessicated variant D facing 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;
[[Category: Entities]]&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=146186</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=146186"/>
		<updated>2024-06-02T18:46:06Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Analysis */ adding info about shambler chimera&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but especially the infobox - especially especially the attacks}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br/&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| filth rate = &lt;br /&gt;
| predator = &lt;br /&gt;
| combatPower = &lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| hungerrate = &lt;br /&gt;
| diet = none&lt;br /&gt;
| leathername = dread leather&lt;br /&gt;
| meatname = twisted meat&lt;br /&gt;
| basemeatamount = 70&lt;br /&gt;
| baseleatheramount = 20&lt;br /&gt;
| wildness = &lt;br /&gt;
| manhuntertame = &lt;br /&gt;
| manhunter = &lt;br /&gt;
| trainable = None&lt;br /&gt;
| mateMtb = &lt;br /&gt;
| gestation = &lt;br /&gt;
| offspring = &lt;br /&gt;
| lifespan = &lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Left claw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = Left claw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3chancefactor = 0.5 &lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = Head&lt;br /&gt;
| attack4chancefactor = 0.2 &lt;br /&gt;
| page verified for version = &lt;br /&gt;
| tradeTags = AnimalUncommon, AnimalFighter&lt;br /&gt;
}}&lt;br /&gt;
The '''chimera''' is a bestial and ferocious [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Chimeras often appear in packs. Cunning predators, they will wait for an opportunity to attack you at your most vulnerable.{{Check Tag|Detail needed|not sure what actually causes them to start attacking or if that's just flavor text.}} They can be dangerous combatants, especially in large numbers.&lt;br /&gt;
&lt;br /&gt;
They bleed at half the rate of normal animals and have 50% [[Toxic Resistance]].&lt;br /&gt;
&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage, gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''Rage Speed:'''&lt;br /&gt;
* [[Pain]]: {{good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}}{{CS}}&lt;br /&gt;
* [[Stagger]] Time Multiplier: {{good|×0%}}&lt;br /&gt;
&lt;br /&gt;
Colonists who see a Chimera will receive a {{bad|-8}} mood effect for 24 hours. Killing or disposing of the Chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite generator]], it yields {{Icon small|bioferrite||3.225}} [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With its ability to become enraged, and inability to be downed due to pain, it can catch up to ranged pawns frighteningly fast. With much greater movement speed than a default pawn, outpacing it might prove very difficult.  Heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first. It has some of the strongest melee attacks of any single entity, equivalent to a [[Bear]], and can quickly cause a colonist to bleed out by tearing off limbs. Like many entities, it is susceptible to [[fire]], and won't attack while it is putting out the flames.&lt;br /&gt;
&lt;br /&gt;
They are limited to their powerful melee attacks and will eagerly pile up behind a door blocked by melee colonists.  Like manhunter animals, they will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors.  Unlike manhunter packs, they won't sleep and will roam outside player bases indefinitely until they're killed.  Also unlike manhunter packs, chimeras do not count as mentally broken and can be turned against each other with [[psychic insanity lance]]s or berserk [[psycasts]]{{RoyaltyIcon}} - notably, they're affected by the [[Manhunter pulse]] psycast{{RoyaltyIcon}}, which has a very large area of affect and can often turn entire raids of Chimeras against themselves. Chimeras are also hostile to non-entity raiders.  Summoning a mech boss or deliberately failing a draw animals ritual to summon manhunters are both viable ways to eliminate or weaken a pack of chimeras. Another strategy is to attack from afar using [[Mortar|Mortars]] to force them to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock.&lt;br /&gt;
&lt;br /&gt;
Capturing chimeras is quite difficult due to their immunity to pain combined with their high speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may block a doorway before your colonist can close the door.  They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes.  [[Psychic shock lance]]s are another option, if available.&lt;br /&gt;
&lt;br /&gt;
If raised via [[Deadlife dust]], Chimera retain their Blood Rage ability.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Image wanted|section=1|reason=desiccated etc}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_A_east.png | Variant A facing east&lt;br /&gt;
File:Chimera_A_north.png| Variant A facing north&lt;br /&gt;
File:Chimera_A_south.png| Variant A facing south&lt;br /&gt;
File:DessicatedChimera_A_east.png | Dessicated variant A facing east&lt;br /&gt;
File:DessicatedChimera_A_north.png| Dessicated variant A facing north&lt;br /&gt;
File:DessicatedChimera_A_south.png| Dessicated variant A facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_B_east.png | Variant B facing east&lt;br /&gt;
File:Chimera_B_north.png| Variant B facing north&lt;br /&gt;
File:Chimera_B_south.png| Variant B facing south&lt;br /&gt;
File:DessicatedChimera_B_east.png | Dessicated variant B facing east&lt;br /&gt;
File:DessicatedChimera_B_north.png| Dessicated variant B facing north&lt;br /&gt;
File:DessicatedChimera_B_south.png| Dessicated variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_C_east.png | Variant C facing east&lt;br /&gt;
File:Chimera_C_north.png| Variant C facing north&lt;br /&gt;
File:Chimera_C_south.png| Variant C facing south&lt;br /&gt;
File:DessicatedChimera_C_east.png | Dessicated variant C facing east&lt;br /&gt;
File:DessicatedChimera_C_north.png| Dessicated variant C facing north&lt;br /&gt;
File:DessicatedChimera_C_south.png| Dessicated variant C facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_D_east.png | Variant D facing east&lt;br /&gt;
File:Chimera_D_north.png| Variant D facing north&lt;br /&gt;
File:Chimera_D_south.png| Variant D facing south&lt;br /&gt;
File:DessicatedChimera_D_east.png | Dessicated variant D facing east&lt;br /&gt;
File:DessicatedChimera_D_north.png| Dessicated variant D facing north&lt;br /&gt;
File:DessicatedChimera_D_south.png| Dessicated variant D facing 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;
[[Category: Entities]]&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shambler&amp;diff=146185</id>
		<title>Shambler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shambler&amp;diff=146185"/>
		<updated>2024-06-02T18:42:46Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Shambler&lt;br /&gt;
| image = Shambler.png&lt;br /&gt;
| description = A creature who has been raised from the dead by corrupted nano-scale archites.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shamblers''' are corpses which have been reanimated by archotechnology. They attack the living relentlessly and are immune to pain, but expire after a few days of movement.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Shamblers are immune to pain and thus are quite difficult to capture without killing them outright. Their tendency to appear in large groups means that there may be a specimen or two that ends up with damaged legs after you have neutralized the threat.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Shamblers are creatures, typically humanoids, who are reanimated from death. They act as though they are unarmed humanoids, and will attack any living humanoids on sight. While this may sound nonthreatening, Shamblers are immune to pain and have more health than regular humanoids, making them harder to take down. When Shamblers are not humanoid, their abilities can vary greatly depending on what was reanimated.&lt;br /&gt;
&lt;br /&gt;
Any creature other than [[mechanoids]] can be reanimated into a Shambler, and will be hostile to any living humanoids they encounter. Extracting the skull form a human body does not prevent it from raising (the head will respawn). Shamblers will not attack non-humanoid creatures.&lt;br /&gt;
&lt;br /&gt;
Human shamblers still display the skills they had in life.{{Check Tag|Effects?|Do they still have full effect}} Traits such as [[tough]] and [[nimble]] still apply their respective bonuses,{{Check Tag|Verify}} as do non-ability [[genes]]{{BiotechIcon}} that affect statistics and skills that shamblers are still capable of performing.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
A dead shambler that is resurrected with a [[resurrector mech serum]] returns to life as a living creature, not as a shambler.  &lt;br /&gt;
&lt;br /&gt;
[[Boomalope]] shamblers do not explode when killed, and it is likely, but unconfirmed, that [[boomrat]]s and [[toxalope]]s{{BiotechIcon}} do the same.{{Check Tag|Verify|If verified, add to their respective pages like Boomalope}} [[Chimera]]s ''do'' retain their rage ability.&lt;br /&gt;
&lt;br /&gt;
Human shamblers benefit from any armor they are wearing, and there are unconfirmed reports that they may be able to use [[utility]] items such as [[turret pack]]s.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Shamblers can get heatstroke, suffer from [[tox gas]]{{BiotechIcon}}{{Check Tag|Details|Theres two aspects to TG}}, and have heart attacks, but feel no pain.{{Check Tag|What else?}}&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The [[bioferrite]] yield of a shambler is determined by the [[Body Size]] of the creature that was reanimated. For example, a normal pawn will yield 1 bioferrite while a reanimated [[Megasloth]] will yield 4. Reanimated [[entities]] ignore this calculation and will retain their original bioferrite yield before reanimation.&lt;br /&gt;
&lt;br /&gt;
Using an [[Electroharvester]] on a shambler will generate 200 watts per body size (a megasloth produces 800 watts) however since shamblers do not regenerate health, using an electroharvester will eventually kill them.&lt;br /&gt;
&lt;br /&gt;
There is a small chance that a shambler will drop bioferrite or a shard upon death.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Shamblers will not attack unless a pawn enters sight range of them, unless sent as a raid. This means that they can be treated much as you would treat a mech cluster; you can safely ignore them if they're in a good location.  They have significant defensive applications for this reason as well, attacking raiders and other invaders indiscriminately.  The ritual to summon them is potentially useful for this purpose.&lt;br /&gt;
&lt;br /&gt;
Despite the name, most Shamblers move at nearly the same speed as a healthy pawn.  They are only capable of melee attacks, and they are fairly durable.  A group of humanoid Shamblers is a modest threat, roughly equivalent to the same number of tribals. Due to being limited to melee, Shamblers can be attacked from range or kited with little risk.&lt;br /&gt;
&lt;br /&gt;
Animal Shamblers can be much more dangerous than humanoids, inheriting the original combat abilities of the creature that was reanimated. In these cases, they are similar to [[Manhunter]]s with enhanced toughness and immunity to pain.&lt;br /&gt;
&lt;br /&gt;
Shamblers that are not contained will naturally die from metabolic exhaustion after a few hours or days, so simply waiting until they eventually die out is a viable strategy if the player cannot combat them directly. Shamblers that are contained in a [[holding spot]] or [[holding platform]] will not die from metabolic exhaustion, and thus can be held indefinitely.&lt;br /&gt;
&lt;br /&gt;
Paralytic abasia is not cured when raised as a shambler. Therefore unaccepted crashlanded who died with paralytic abasia can be captured and held (until the abasia is healed) with zero risk. Babies may also be raised, and are similarly incapable.{{Check Tag|Details|Do shamblers age?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shambler&amp;diff=146184</id>
		<title>Shambler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shambler&amp;diff=146184"/>
		<updated>2024-06-02T18:42:18Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Summary */ Confirming that chimera shamblers can trigger blood rage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Shambler&lt;br /&gt;
| image = Shambler.png&lt;br /&gt;
| description = A creature who has been raised from the dead by corrupted nano-scale archites.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Shamblers''' are corpses which have been reanimated by archotechnology. They attack the living relentlessly and are immune to pain, but expire after a few days of movement.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Shamblers are immune to pain and thus are quite difficult to capture without killing them outright. Their tendency to appear in large groups means that there may be a specimen or two that ends up with damaged legs after you have neutralized the threat.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Shamblers are creatures, typically humanoids, who are reanimated from death. They act as though they are unarmed humanoids, and will attack any living humanoids on sight. While this may sound nonthreatening, Shamblers are immune to pain and have more health than regular humanoids, making them harder to take down. When Shamblers are not humanoid, their abilities can vary greatly depending on what was reanimated.&lt;br /&gt;
&lt;br /&gt;
Any creature other than [[mechanoids]] can be reanimated into a Shambler, and will be hostile to any living humanoids they encounter. Extracting the skull form a human body does not prevent it from raising (the head will respawn). Shamblers will not attack non-humanoid creatures.&lt;br /&gt;
&lt;br /&gt;
Human shamblers still display the skills they had in life.{{Check Tag|Effects?|Do they still have full effect}} Traits such as [[tough]] and [[nimble]] still apply their respective bonuses,{{Check Tag|Verify}} as do non-ability [[genes]]{{BiotechIcon}} that affect statistics and skills that shamblers are still capable of performing.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
A dead shambler that is resurrected with a [[resurrector mech serum]] returns to life as a living creature, not as a shambler.  &lt;br /&gt;
&lt;br /&gt;
[[Boomalope]] shamblers do not explode when killed, and it is likely, but unconfirmed, that [[boomrat]]s and [[toxalope]]s{{BiotechIcon}} do the same.{{Check Tag|Verify|If verified, add to their respective pages like Boomalope}} [[Chimera]]s *do* retain their rage ability.&lt;br /&gt;
&lt;br /&gt;
Human shamblers benefit from any armor they are wearing, and there are unconfirmed reports that they may be able to use [[utility]] items such as [[turret pack]]s.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Shamblers can get heatstroke, suffer from [[tox gas]]{{BiotechIcon}}{{Check Tag|Details|Theres two aspects to TG}}, and have heart attacks, but feel no pain.{{Check Tag|What else?}}&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The [[bioferrite]] yield of a shambler is determined by the [[Body Size]] of the creature that was reanimated. For example, a normal pawn will yield 1 bioferrite while a reanimated [[Megasloth]] will yield 4. Reanimated [[entities]] ignore this calculation and will retain their original bioferrite yield before reanimation.&lt;br /&gt;
&lt;br /&gt;
Using an [[Electroharvester]] on a shambler will generate 200 watts per body size (a megasloth produces 800 watts) however since shamblers do not regenerate health, using an electroharvester will eventually kill them.&lt;br /&gt;
&lt;br /&gt;
There is a small chance that a shambler will drop bioferrite or a shard upon death.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Shamblers will not attack unless a pawn enters sight range of them, unless sent as a raid. This means that they can be treated much as you would treat a mech cluster; you can safely ignore them if they're in a good location.  They have significant defensive applications for this reason as well, attacking raiders and other invaders indiscriminately.  The ritual to summon them is potentially useful for this purpose.&lt;br /&gt;
&lt;br /&gt;
Despite the name, most Shamblers move at nearly the same speed as a healthy pawn.  They are only capable of melee attacks, and they are fairly durable.  A group of humanoid Shamblers is a modest threat, roughly equivalent to the same number of tribals. Due to being limited to melee, Shamblers can be attacked from range or kited with little risk.&lt;br /&gt;
&lt;br /&gt;
Animal Shamblers can be much more dangerous than humanoids, inheriting the original combat abilities of the creature that was reanimated. In these cases, they are similar to [[Manhunter]]s with enhanced toughness and immunity to pain.&lt;br /&gt;
&lt;br /&gt;
Shamblers that are not contained will naturally die from metabolic exhaustion after a few hours or days, so simply waiting until they eventually die out is a viable strategy if the player cannot combat them directly. Shamblers that are contained in a [[holding spot]] or [[holding platform]] will not die from metabolic exhaustion, and thus can be held indefinitely.&lt;br /&gt;
&lt;br /&gt;
Paralytic abasia is not cured when raised as a shambler. Therefore unaccepted crashlanded who died with paralytic abasia can be captured and held (until the abasia is healed) with zero risk. Babies may also be raised, and are similarly incapable.{{Check Tag|Details|Do shamblers age?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=146062</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=146062"/>
		<updated>2024-05-27T02:19:38Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Occurrence */ fix bold markup syntax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General but also infobox and categories}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image = Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| filth rate = &lt;br /&gt;
| predator = &lt;br /&gt;
| combatPower = &lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 12&lt;br /&gt;
| hungerrate = &lt;br /&gt;
| diet = none&lt;br /&gt;
| leathername = &lt;br /&gt;
| meatname = &lt;br /&gt;
| basemeatamount = &lt;br /&gt;
| baseleatheramount = &lt;br /&gt;
| wildness = &lt;br /&gt;
| manhuntertame = &lt;br /&gt;
| manhunter = &lt;br /&gt;
| trainable = None&lt;br /&gt;
| mateMtb = &lt;br /&gt;
| gestation = &lt;br /&gt;
| offspring = &lt;br /&gt;
| lifespan = 1000&lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2 &lt;br /&gt;
| page verified for version = &lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Revenants may spawn as an Entity event when a colony has at least four [[colonist]]s. Be warned: temporary pawns '''do''' count towards the total. It will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[Void provocation]] is performed. A known entity will be summoned instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a [[revenant spine]] from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the Revenant's codex entry. This quest does not respect the population requirement, but having fewer colonists seems to make it rarer.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=geneal -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?}}&lt;br /&gt;
The Revenant is an advanced [[entity]] hunting for colonists to hypnotize. It can also target prisoners, though it in unclear if it only does this when no valid colonist targets remain.{{Check Tag|Detail}}&lt;br /&gt;
&lt;br /&gt;
Pawns that have been caught by a Revenant will be plagued by a condition called [[revenant hypnosis]], which caps [[consciousness]] at 10%, leaving them [[downed]] indefinitely. After successfully hypnotizing a victim, the Revenant will flee and hide to hibernate, just to return eventually to find another victim. The revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed.{{Check Tag|Only?|Wb HMS, unnatural healing etc?}} It is not limited only to the player's pawns, but is also capable of hypnotizing, prisoners, visiting guests and traders.&lt;br /&gt;
&lt;br /&gt;
Can be revealed by:&lt;br /&gt;
* Any damage, including by missed shots happening to hit the revenant.&lt;br /&gt;
* Fire damage.&lt;br /&gt;
* [[EMP]] damage.&lt;br /&gt;
* Disruptor flares {{Check Tag|Detail needed}}&lt;br /&gt;
* The [[waterskip]] and [[vertigo pulse]] psycasts.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will dissolve and be replaced with  a [[revenant spine]], which will unlock the [[Revenant invisibility]] dark research project. It will also stain the ground around it with an oily looking black stain [[filth]]. The spine can be hauled like an item, carried to a [[holding platform]] to reform and resurrect the revenant, or can be crushed to kill the revenant permanently, which will yield a [[shard]]. Note that a spine will eventually reform into revenant if not destroyed.&lt;br /&gt;
&lt;br /&gt;
If a revenant is damaged, it'll drop flesh. &lt;br /&gt;
study it to gain advantages. a spine that reforms into a revenant mutates and is given a new designation and must be researched again.&lt;br /&gt;
&lt;br /&gt;
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%.&lt;br /&gt;
&lt;br /&gt;
They have a stagger duration factor of 0%, making them immune to stagger.&lt;br /&gt;
&lt;br /&gt;
Note that despite nominally having a melee attack, it never uses it{{Check Tag|Verify}} and instead it either uses its hypnotise attack or runs away.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
{{Recode|section=1|reason=}}&lt;br /&gt;
* The revenant yields 4 [[bioferrite]] and 200W per day.&lt;br /&gt;
* Min contianment strength 80&lt;br /&gt;
* Base escape interval: MTB 45 days.&lt;br /&gt;
* Studiable 120000&lt;br /&gt;
* Advanced &lt;br /&gt;
* 3 knowledge&lt;br /&gt;
* requires holding platform&lt;br /&gt;
* Requires monolith level 1 for study.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again.&lt;br /&gt;
&lt;br /&gt;
Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Additionally, hidden Revenants can be revealed with disruptor flares, explosives, EMP, or firefoam. Sometimes, damaging the specter will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter. The first studied chunk of flesh will cause the Revenant to leave tracks for a greater length of time after cloaking. The second will allow your colonists to hear it when they are nearby, represented by a message appearing at the top of the screen and the pawn gaining an exclamation mark over their head. The third studied chunk will allow your colonists to see through its invisibility, causing it to be revealed when they are close enough.&lt;br /&gt;
&lt;br /&gt;
A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.&lt;br /&gt;
&lt;br /&gt;
Revenants hypnosis can be cured by the [[Unnatural Healing]] ability.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[1.5.4069]] - Revenant flammability reduced, effectively fireproof.&lt;br /&gt;
&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Revenant&amp;diff=146061</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Revenant&amp;diff=146061"/>
		<updated>2024-05-27T02:19:12Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Occurrence */ Updating with experience from personal anecdote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General but also infobox and categories}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| image = Revenant.png&lt;br /&gt;
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;br/&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;br/&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| filth rate = &lt;br /&gt;
| predator = &lt;br /&gt;
| combatPower = &lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 12&lt;br /&gt;
| hungerrate = &lt;br /&gt;
| diet = none&lt;br /&gt;
| leathername = &lt;br /&gt;
| meatname = &lt;br /&gt;
| basemeatamount = &lt;br /&gt;
| baseleatheramount = &lt;br /&gt;
| wildness = &lt;br /&gt;
| manhuntertame = &lt;br /&gt;
| manhunter = &lt;br /&gt;
| trainable = None&lt;br /&gt;
| mateMtb = &lt;br /&gt;
| gestation = &lt;br /&gt;
| offspring = &lt;br /&gt;
| lifespan = 1000&lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = &lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2 &lt;br /&gt;
| page verified for version = &lt;br /&gt;
| tradeTags = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Revenants may spawn as an Entity event when a colony has at least four [[colonist]]s. Be warned: temporary pawns *do* count towards the total. It will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[Void provocation]] is performed. A known entity will be summoned instead.&lt;br /&gt;
&lt;br /&gt;
Alternatively, one can acquire a [[revenant spine]] from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the Revenant's codex entry. This quest does not respect the population requirement, but having fewer colonists seems to make it rarer.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=geneal -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?}}&lt;br /&gt;
The Revenant is an advanced [[entity]] hunting for colonists to hypnotize. It can also target prisoners, though it in unclear if it only does this when no valid colonist targets remain.{{Check Tag|Detail}}&lt;br /&gt;
&lt;br /&gt;
Pawns that have been caught by a Revenant will be plagued by a condition called [[revenant hypnosis]], which caps [[consciousness]] at 10%, leaving them [[downed]] indefinitely. After successfully hypnotizing a victim, the Revenant will flee and hide to hibernate, just to return eventually to find another victim. The revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed.{{Check Tag|Only?|Wb HMS, unnatural healing etc?}} It is not limited only to the player's pawns, but is also capable of hypnotizing, prisoners, visiting guests and traders.&lt;br /&gt;
&lt;br /&gt;
Can be revealed by:&lt;br /&gt;
* Any damage, including by missed shots happening to hit the revenant.&lt;br /&gt;
* Fire damage.&lt;br /&gt;
* [[EMP]] damage.&lt;br /&gt;
* Disruptor flares {{Check Tag|Detail needed}}&lt;br /&gt;
* The [[waterskip]] and [[vertigo pulse]] psycasts.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Upon death, the revenant will dissolve and be replaced with  a [[revenant spine]], which will unlock the [[Revenant invisibility]] dark research project. It will also stain the ground around it with an oily looking black stain [[filth]]. The spine can be hauled like an item, carried to a [[holding platform]] to reform and resurrect the revenant, or can be crushed to kill the revenant permanently, which will yield a [[shard]]. Note that a spine will eventually reform into revenant if not destroyed.&lt;br /&gt;
&lt;br /&gt;
If a revenant is damaged, it'll drop flesh. &lt;br /&gt;
study it to gain advantages. a spine that reforms into a revenant mutates and is given a new designation and must be researched again.&lt;br /&gt;
&lt;br /&gt;
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%.&lt;br /&gt;
&lt;br /&gt;
They have a stagger duration factor of 0%, making them immune to stagger.&lt;br /&gt;
&lt;br /&gt;
Note that despite nominally having a melee attack, it never uses it{{Check Tag|Verify}} and instead it either uses its hypnotise attack or runs away.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
{{Recode|section=1|reason=}}&lt;br /&gt;
* The revenant yields 4 [[bioferrite]] and 200W per day.&lt;br /&gt;
* Min contianment strength 80&lt;br /&gt;
* Base escape interval: MTB 45 days.&lt;br /&gt;
* Studiable 120000&lt;br /&gt;
* Advanced &lt;br /&gt;
* 3 knowledge&lt;br /&gt;
* requires holding platform&lt;br /&gt;
* Requires monolith level 1 for study.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again.&lt;br /&gt;
&lt;br /&gt;
Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Additionally, hidden Revenants can be revealed with disruptor flares, explosives, EMP, or firefoam. Sometimes, damaging the specter will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter. The first studied chunk of flesh will cause the Revenant to leave tracks for a greater length of time after cloaking. The second will allow your colonists to hear it when they are nearby, represented by a message appearing at the top of the screen and the pawn gaining an exclamation mark over their head. The third studied chunk will allow your colonists to see through its invisibility, causing it to be revealed when they are close enough.&lt;br /&gt;
&lt;br /&gt;
A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.&lt;br /&gt;
&lt;br /&gt;
Revenants hypnosis can be cured by the [[Unnatural Healing]] ability.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[1.5.4069]] - Revenant flammability reduced, effectively fireproof.&lt;br /&gt;
&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=146052</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=146052"/>
		<updated>2024-05-26T20:36:51Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Optional */ and also being consistent with the casing of the meme itself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Type of ideoligion ==&lt;br /&gt;
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.&lt;br /&gt;
&lt;br /&gt;
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any ''style'', or cosmetic variant, of building (click the circle icon in the [[Architect]] tab, right next to the search bar).&lt;br /&gt;
:However, some aspects of the ideoligion system remain. You can still assign a [[Roles#Leader|Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.&lt;br /&gt;
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.&lt;br /&gt;
&lt;br /&gt;
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the &amp;quot;Mole people&amp;quot; preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.&lt;br /&gt;
:For example, the &amp;quot;Classic-like&amp;quot; preset will have the following precepts:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:600px&amp;quot;&amp;gt;&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development points ===&lt;br /&gt;
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}&lt;br /&gt;
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot &amp;quot;store&amp;quot; points; once you can reform, no more points are gained.&lt;br /&gt;
&lt;br /&gt;
Development points can be obtained in the following ways:&lt;br /&gt;
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are &amp;quot;anytime&amp;quot; rituals or &amp;quot;dated&amp;quot; rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.&lt;br /&gt;
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Terrible&lt;br /&gt;
! Boring&lt;br /&gt;
! Fun&lt;br /&gt;
! Unforgettable&lt;br /&gt;
|-&lt;br /&gt;
! 1 Ritual&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 2 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 3 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Converting someone: 1 point.&lt;br /&gt;
Certain [[#Precepts|precepts]] allow an ideoligion to gain points from actions related to the precept.&lt;br /&gt;
* [[#Blindness|Blindness: Respected, Elevated or Sublime]]: Blinding someone: 1 point&lt;br /&gt;
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events&lt;br /&gt;
** [[Quests#Beggars|Helping beggars]]: 2 points&lt;br /&gt;
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point&lt;br /&gt;
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points&lt;br /&gt;
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points&lt;br /&gt;
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point&lt;br /&gt;
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point&lt;br /&gt;
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points&lt;br /&gt;
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point&lt;br /&gt;
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:&lt;br /&gt;
** Converting a new member: 1 point (in addition to the normal 1 point)&lt;br /&gt;
** Obtaining a [[Relic|relic]]: 5 points&lt;br /&gt;
** Completing the [[Quests#Pilgrims|pilgrims]] quest: 2 points&lt;br /&gt;
* [[#Raiding|Raiding: Respected or Required]]:&lt;br /&gt;
** Raiding someone: 1 point&lt;br /&gt;
** Raiding a bandit camp or work site: 2 points&lt;br /&gt;
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points&lt;br /&gt;
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point&lt;br /&gt;
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point&lt;br /&gt;
&lt;br /&gt;
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.&lt;br /&gt;
&lt;br /&gt;
== Forming an ideoligion ==&lt;br /&gt;
An ideoligion consists of many separate aspects to customize:&lt;br /&gt;
&lt;br /&gt;
'''Primary'''&lt;br /&gt;
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that &amp;quot;god(s) are formless and everywhere&amp;quot;, or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|role specialists]].&lt;br /&gt;
&lt;br /&gt;
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.&lt;br /&gt;
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.&lt;br /&gt;
&lt;br /&gt;
'''Secondary'''&lt;br /&gt;
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.&lt;br /&gt;
&lt;br /&gt;
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.&lt;br /&gt;
&lt;br /&gt;
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s {{BiotechIcon}}, as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question.&lt;br /&gt;
&lt;br /&gt;
'''Descriptive'''&lt;br /&gt;
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.&lt;br /&gt;
&lt;br /&gt;
== Certainty ==&lt;br /&gt;
{{Split|destination=Certainty|reason=Would benefit from having a space for Analyis and strategies as well as more displays of how different stats really affect conversion times. example strats: forcing crises of faith, stacking convert power buffs, gene modding the convertee to have the Kind and Wimp traits etc. Leave section here with summary, and a [[Template:Main]] link to the oage. redirect [[Conversion]] there too}}&lt;br /&gt;
{{See also|Conversion Power|Global Certainty Loss Factor}}&lt;br /&gt;
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.&lt;br /&gt;
=== Reassurance ===&lt;br /&gt;
Certainty increases by a set rate per day, which is dependent on current [[mood]].&lt;br /&gt;
* 1% / day at 20% mood or less&lt;br /&gt;
* 2% / day at 50% mood&lt;br /&gt;
* 3% / day at 80% mood or more&lt;br /&gt;
Between 20% and 80% mood, certainty gain is linearly interpolated.&lt;br /&gt;
Certainty does not regenerate while [[deathrest]]ing.{{BiotechIcon}}{{Check Tag|What else?|What else pauses reassurance}}&lt;br /&gt;
The [[Roles#Moral Guide|Moral Guide]] of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on [[Conversion Power]].&lt;br /&gt;
If a pawn is converted, then they will start with 50% certainty in their new ideoligion.&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
These ways to lower certainty are all considered &amp;quot;Conversion&amp;quot;. The certainty reduction is increased by the converter's [[Conversion Power]], and decreased by the user's [[Global Certainty Loss Factor]]. Conversion strength is then multiplied by relevant [[trait]]s. For example, an [[Undergrounder]] will be harder to convert from an ideology with the Tunneler meme.&lt;br /&gt;
* Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the [[Ideoligion Spread Chance]], which is increased by the [[#Proselytizing|Proselytizing]] precept.&lt;br /&gt;
* The [[role]] of [[Roles#Moral Guide|Moral Guide]] has a &amp;quot;Convert&amp;quot; ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.&lt;br /&gt;
* If a pawn is held [[prisoner]], you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.&lt;br /&gt;
The certainty reduction of a convert attempt can be calculated as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Certainty loss''' = 6% × [[Conversion Power]] of the Converter × If Converter is [[#Moral Guide|Moral Guide]] ({{Good|x2}}) × [[Global Certainty Loss Factor]] of Convertee × Relic Conversion Power Factor × Trait/Meme Agreeableness × AI Storyteller's Low pop conversion boost multiplier&lt;br /&gt;
|}&lt;br /&gt;
*'''Relic conversion factor:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Relic Conversion Power Factor&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}&lt;br /&gt;
|}&lt;br /&gt;
'''Other certainty reduction''':&lt;br /&gt;
These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor.&lt;br /&gt;
* [[Rituals#Conversion ritual|Conversion ritual]]. Requires a Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead ''increase'' certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by [[Social Impact]] of the moral guide, among other factors.&lt;br /&gt;
* [[Crisis of belief]] is an extreme [[mental break]] which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a ''random'' ideoligion - even if you've attempted to convert them to a specific ideoligion prior. Notably, crisis of belief is one of 2 mental breaks that [[prisoner]]s associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)&lt;br /&gt;
* A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Verify|Detail, too}}&lt;br /&gt;
[[Children]]{{BiotechIcon}} are a unique case of conversion, as babies have no ideoligion and one is assigned to them once they turn 3. For a more detailed description of how the ideoligion of a child is determined, see the [[Children#Ideoligion|Children]] page.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
! Abstract theist&amp;lt;br/&amp;gt;[[File:Abstract theist.png|64px]]&lt;br /&gt;
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
! Animist&amp;lt;br/&amp;gt;[[File:Animist.png|64px]]&lt;br /&gt;
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||&lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
! Archist&amp;lt;br/&amp;gt;[[File:Archist.png|64px]]&lt;br /&gt;
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||&lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
! Buddhist origin&amp;lt;br/&amp;gt;[[File:Buddhist origin.png|64px]]&lt;br /&gt;
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
! Christian origin&amp;lt;br/&amp;gt;[[File:Christian origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
! Embodied theist&amp;lt;br/&amp;gt;[[File:Embodied theist.png|64px]]&lt;br /&gt;
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
! Hindu origin&amp;lt;br/&amp;gt;[[File:Hindu origin.png|64px]]&lt;br /&gt;
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
! Ideological&amp;lt;br/&amp;gt;[[File:Ideological.png|64px]]&lt;br /&gt;
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||&lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
! Islamic origin&amp;lt;br/&amp;gt;[[File:Islamic origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
! Astropolitan&amp;lt;br/&amp;gt;[[File:Astropolitan.png|32px]]&lt;br /&gt;
| [[New Arrivals]] || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
! Rustican&amp;lt;br/&amp;gt;[[File:Civil outlander.png|32px]]&lt;br /&gt;
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
! Corunan&amp;lt;br/&amp;gt;[[File:GentleTribe.png|32px]]&lt;br /&gt;
| [[New Tribe]]&amp;lt;br/&amp;gt;[[Tribal]] Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
! Kriminul&amp;lt;br/&amp;gt;[[File:Pirate.png|32px]]&lt;br /&gt;
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
! Sophian {{RoyaltyIcon}}&amp;lt;br/&amp;gt;[[File:Empire map marker.png|32px]]&lt;br /&gt;
| [[Empire]] Faction&amp;lt;br/&amp;gt;[[Ancient]] Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=width:5em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Hindu.png|18px]] Hindu&lt;br /&gt;
| -&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Christian.png|18px]] Christian&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Islam.png|18px]] Islamic&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Buddhism.png|18px]] Buddhist&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Morbid.png|18px]] Morbid&lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Totemic.png|18px]] Totemic&lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Spikecore.png|18px]] Spikecore&lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]&lt;br /&gt;
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Rustic.png|18px]] Rustic&lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Animalist.png|18px]] Animalist&lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Techist.png|18px]] Techist&lt;br /&gt;
| [[Hex carpet]], [[Hex tile]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]&lt;br /&gt;
| -&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
! '''Animal personhood'''&amp;lt;br/&amp;gt;[[File:Animal personhood.png|64px]]&lt;br /&gt;
| Animals have rights as humans do. ||data-sort-value=3|High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| Only those who are blind can perceive true reality. ||data-sort-value=3|High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! '''Cannibal'''&amp;lt;br/&amp;gt;[[File:Cannibal.png|64px]]&lt;br /&gt;
| We must consume human flesh. ||data-sort-value=3|High || - || '''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
! '''Collectivist'''&amp;lt;br/&amp;gt;[[File:Collectivist.png|64px]]&lt;br /&gt;
| Each person is part of a greater whole. People should work to play their part and help the group. ||data-sort-value=1|Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
! '''Darkness'''&amp;lt;br/&amp;gt;[[File:Darkness.png|64px]]&lt;br /&gt;
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||data-sort-value=3|High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
! '''Female supremacy'''&amp;lt;br/&amp;gt;[[File:Female supremacy.png|64px]]&lt;br /&gt;
| Women are the superior gender and should rule. ||data-sort-value=2|Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
! '''Flesh purity'''&amp;lt;br/&amp;gt;[[File:Flesh purity.png|64px]]&lt;br /&gt;
| The human body should not be debased. ||data-sort-value=2|Medium || [[#High life|High life]]&amp;lt;br/&amp;gt;[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Abhorrent&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]&amp;lt;br/&amp;gt;[[Nudist]] || [[Body modder]] || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
! '''Guilty'''&amp;lt;br/&amp;gt;[[File:Guilty.png|64px]]&lt;br /&gt;
| Our people carry guilt from ages past. Others are more worthy. ||data-sort-value=1|Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| Exotic states of mind are central to a good life. ||data-sort-value=2|Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || - || - || [[Chemical interest]]&amp;lt;br/&amp;gt;[[Chemical fascination]] || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
! '''Human primacy'''&amp;lt;br/&amp;gt;[[File:Human primacy.png|64px]]&lt;br /&gt;
| Humans are the moral center of the universe. ||data-sort-value=2|Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br/&amp;gt;'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
! '''Individualist'''&amp;lt;br/&amp;gt;[[File:Individualist.png|64px]]&lt;br /&gt;
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||data-sort-value=1|Low || [[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
! '''Loyalist'''&amp;lt;br/&amp;gt;[[File:Loyalist.png|64px]]&lt;br /&gt;
| We stand for our own before others. ||data-sort-value=1|Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
! '''Male supremacy'''&amp;lt;br/&amp;gt;[[File:Male supremacy.png|64px]]&lt;br /&gt;
| Men are the superior gender and should rule. ||data-sort-value=2|Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
! '''Nature primacy'''&amp;lt;br/&amp;gt;[[File:Nature primacy.png|64px]]&lt;br /&gt;
| Man is a stain on nature's perfection. ||data-sort-value=2|Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
! '''Nudism'''&amp;lt;br/&amp;gt;[[File:Nudism.png|64px]]&lt;br /&gt;
| Clothing binds, controls, and suffocates us. We should all hang free. ||data-sort-value=3|High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| Virtue is shown through suffering of self and others. ||data-sort-value=3|High || - || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Comfort|Comfort:]]''' Ignored&amp;lt;br/&amp;gt;'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]&amp;lt;br/&amp;gt;[[Tortured artist]]&amp;lt;br/&amp;gt;[[Masochist]] || [[Wimp]]&amp;lt;br/&amp;gt;[[Gourmand]] || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
! '''Proselytizer'''&amp;lt;br/&amp;gt;[[File:Proselytizer.png|64px]]&lt;br /&gt;
| It is our duty to spread our beliefs. ||data-sort-value=2|Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
! '''Raider'''&amp;lt;br/&amp;gt;[[File:Raider.png|64px]]&lt;br /&gt;
| The strong should take from the weak. ||data-sort-value=2|Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
! '''Rancher'''&amp;lt;br/&amp;gt;[[File:Rancher.png|64px]]&lt;br /&gt;
| Raising animals is the right way; raising plants to eat is not. ||data-sort-value=2|Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
! '''Supremacist'''&amp;lt;br/&amp;gt;[[File:Supremacist.png|64px]]&lt;br /&gt;
| Our people should dominate all others. ||data-sort-value=1|Low || [[#Individualist|Individualist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| Human progress means merging with technology. ||data-sort-value=2|Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Neural supercharge|Neural supercharge:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Biosculpting|Biosculpting:]]''' Accelerated&amp;lt;br/&amp;gt;'''[[#Age reversal|Age reversal:]]''' Demanded&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| Trees are the essence of life, and we must be near them. ||data-sort-value=3|High || - || '''[[#Trees|Trees:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Rough living|Rough living:]]''' Welcomed&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt;'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong&lt;br /&gt;
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||data-sort-value=3|High || - || '''[[#Fungus|Fungus:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Insect meat|Insect meat:]]''' Loved&amp;lt;br/&amp;gt;'''[[#Small spaces|Small spaces:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||data-sort-value=2|Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Research#Deathrest|Deathrest]] || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||data-sort-value=2|Medium || - || '''[[#Physic rituals|Physic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||data-sort-value=3|High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Canibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe{{IdeologyIcon}} !! Nudist tribe{{IdeologyIcon}} !! Pirate gang !! Pirate cannibal gang{{IdeologyIcon}} !! Shattered Empire{{RoyaltyIcon}} !! Ancient faction !! Outlander refugee group{{RoyaltyIcon}} !! Beggars &amp;amp; Pilgrims{{IdeologyIcon}} !! Yttakin pirates{{BiotechIcon}} !! Waster pirates{{BiotechIcon}} !! Sanguophages{{BiotechIcon}} !! Horax cult{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}}* || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Raider || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| High life || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Check}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Bloodfeeding{{BiotechIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Ritualist{{AnomalyIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}  || '''Required'''&lt;br /&gt;
|-&lt;br /&gt;
| Inhuman{{AnomalyIcon}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}  || '''Required'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;* Appears on faction's options but conflicts with required meme&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;** Individualist OR Collectivist must be chosen&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| +10 || -10 || || || -10 || || || || -10 || -10 || || || || || -10&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| -10 || +10 || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || +10 || -20 || || || -20 || +10 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || -20 || +10 || || -30 || || +10 || || || || || || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| -10 || || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || -30 || || +10 || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || -20 || || || || +10 || -30 || || || +10 || -30 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || +10 || +10 || || || -30 || +10 || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| -10 || || || || || || || || +10 || -30 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| -10 || || || || || || || || -30 || +10 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || +10 || -10 || || || +10 || -10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || -30 || || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || +10 || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || +10 ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| -10 || || || +10 || || || || || || || || || +10 || || +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
=== Present in every ideoligion ===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Blindness&amp;lt;br/&amp;gt;[[File:Blindness.png|64px]]&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +10 Opinion bonus towards blind pawns, or a -2 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Cannibalism&amp;lt;br/&amp;gt;[[File:Cannibalism.png|64px]]&lt;br /&gt;
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || -20 mood for eating human meat&amp;lt;br/&amp;gt;-12 mood for butchering a human&amp;lt;br/&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-20 opinion for butchering a human&amp;lt;br/&amp;gt;-10 opinion for eating human meat&amp;lt;br/&amp;gt;-2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating human flesh is a horrible thing to do. || || || -12 mood for eating human meat&amp;lt;br/&amp;gt;-6 mood for butchering a human&amp;lt;br/&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-10 opinion for butchering a human&amp;lt;br/&amp;gt;-5 opinion for eating human meat&amp;lt;br/&amp;gt;-2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || -5 mood for eating human meat&amp;lt;br/&amp;gt;-3 mood for butchering a human&amp;lt;br/&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-5 opinion for butchering a human&amp;lt;br/&amp;gt;-3 opinion for eating human meat&amp;lt;br/&amp;gt;-1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;+2 mood for eating human meat&amp;lt;br/&amp;gt;-2 mood for not eating human meat for ? days&amp;lt;br/&amp;gt;+1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-2 mood for eating food without human meat&amp;lt;br/&amp;gt;-3 opinion for eating food without human meat&amp;lt;br/&amp;gt;+4 mood for eating human meat&amp;lt;br/&amp;gt;-4 mood for not eating human meat for ? days&amp;lt;br/&amp;gt;+2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-4 mood for eating food without human meat&amp;lt;br/&amp;gt;-5 opinion for eating food without human meat&amp;lt;br/&amp;gt;+6 mood for eating human meat&amp;lt;br/&amp;gt;-8 mood for not eating human meat for ? days&amp;lt;br/&amp;gt;+2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Corpses&amp;lt;br/&amp;gt;[[File:Precept corpses.png|64px]]&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Diversity of thought&amp;lt;br/&amp;gt;[[File:IdeoDiversity.png|64px]]&lt;br /&gt;
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-25 opinion for different ideology&amp;lt;br/&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+5 mood for matching style surroundings&amp;lt;br/&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-15 opinion for different ideology&amp;lt;br/&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+4 mood for matching style surroundings&amp;lt;br/&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-5 opinion for different ideology&amp;lt;br/&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+3 mood for matching style surroundings&amp;lt;br/&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;+2 mood for matching style surroundings&amp;lt;br/&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Eating Nutrient Paste&amp;lt;br/&amp;gt;[[File:EatingNutrientPaste.png|64px]]&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}}{{Check Tag|Verify stacking|Does it stack, if yes change stack var as needed}} Note that this thought is nullified by the [[ascetic]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}}{{Check Tag|Verify stacking|Does it stack, if yes change stack var as needed}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Execution&amp;quot;&lt;br /&gt;
! rowspan=6 | Execution&amp;lt;br/&amp;gt;[[File:Execution.png|64px]]&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br/&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest&amp;lt;br/&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br/&amp;gt;-25 opinion for executing a prisoner&amp;lt;br/&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Cannibal|cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-15 opinion for executing a prisoner&amp;lt;br/&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|cannibal]] || || -15 mood for 6 days for killing or executing an innocent prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-30 opinion for executing an innocent prisoner&amp;lt;br/&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || +10 mood for 6 days for executing a guilty prisoner&amp;lt;br/&amp;gt;+3 mood for 6 days for a guilty prisoner executed&amp;lt;br/&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || +10 mood for 6 days for executing a prisoner&amp;lt;br/&amp;gt;+10 mood for killing a prisoner&amp;lt;br/&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br/&amp;gt;-3 mood for no executions for 30 days&amp;lt;br/&amp;gt;+15 opinion for executing a prisoner&amp;lt;br/&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fungus&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fungus&amp;lt;br/&amp;gt;[[File:Fungus.png|64px]]&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate fungus raw: -6&amp;lt;br/&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate fungus: +3&amp;lt;br/&amp;gt;Ate cooked fungus: +3&amp;lt;br/&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br/&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Insect Meat&amp;lt;br/&amp;gt;[[File:InsectMeat.png|64px]]&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat&amp;lt;br/&amp;gt;-3 mood for eating cooked insect meat&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marriage name&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; | Marriage Name&amp;lt;br/&amp;gt;[[File:MarriageName.png|64px]]&lt;br /&gt;
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
| Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
| Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Female clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Female Clothing&amp;lt;br/&amp;gt;[[File:Nudity Female.png|64px]]&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Male clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Male Clothing&amp;lt;br/&amp;gt;[[File:Nudity Male.png|64px]]&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Organ use&amp;quot;&lt;br /&gt;
! rowspan=4 | Organ use&amp;lt;br/&amp;gt;[[File:OrganUse.png|64px]]&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-30 mood for trading an organ&amp;lt;br/&amp;gt;-5 mood for organ traded in the colony&amp;lt;br/&amp;gt;-30 mood for installing an organ&amp;lt;br/&amp;gt;-4 mood for organ installed in the colony&amp;lt;br/&amp;gt;-30 opinion for harvesting an organ&amp;lt;br/&amp;gt;-30 opinion for trading an organ&amp;lt;br/&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-8 mood for selling an organ&amp;lt;br/&amp;gt;-2 mood for organ sold in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&amp;lt;br/&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Physical love&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Physical Love&amp;lt;br/&amp;gt;[[File:PhysicalLove.png|64px]]&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br/&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot;| Research&amp;lt;br/&amp;gt;[[File:Research.png|64px]]&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''&amp;lt;br/&amp;gt;Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.50}}&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.75}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: '''×1.00'''&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.50}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Scarification&amp;lt;br/&amp;gt;[[File:Scarification.png|64px]]&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br/&amp;gt;+3 mood for having 5 scars&amp;lt;br/&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br/&amp;gt;+10 opinion for having 5 scars&amp;lt;br/&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br/&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br/&amp;gt;+2 mood for having 3 scars&amp;lt;br/&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br/&amp;gt;+5 opinion for having 3 scars&amp;lt;br/&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br/&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br/&amp;gt;+1 mood for having a scar&amp;lt;br/&amp;gt;-1 mood for having no scars&amp;lt;br/&amp;gt;+3 opinion for having a scar&amp;lt;br/&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Skullspike&amp;lt;br/&amp;gt;[[File:Precept skullspike.png|64px]]&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 skullspikes, {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of {{--|1}} for 1-3 skullspikes, {{--|2}} for 4-8 skullspikes, and {{--|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Slavery&amp;lt;br/&amp;gt;[[File:Slavery.png|64px]]&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Prohibitions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not sell pawns into [[slavery]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not enslave [[prisoners]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We solve{{sic}} someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's wrong.|label=slaves in colony|value=-2}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I'm not sure I can forgive myself.|label=sold slave|value=-10|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I forced someone into slavery. How can I justify that?|label=enslaved prisoner|value=-10|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. What a horrible thing to do.|label=slave sold|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. What a horrible thing to do to another human.|label=prisoner enslaved|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I enslaved a person. It's hard to justify such actions.|label=enslaved prisoner|value=-5|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold a person into slavery. We shouldn't have done that.|label=slave sold|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. We shouldn't have done that.|label=prisoner enslaved|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ''No mood or opinion effects for enslaving, buying, or selling slaves.''&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|guilty]]&amp;lt;br/&amp;gt;Not [[#Individualist|individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We've got slaves. It means we're on the right path.|label=slaves in colony|value=+1}}, per [[slave]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without slaves, nobody will respect us.|label=no slaves in colony|value=-2|stack=1}}, if Low [[expectations]] or higher&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold someone into slavery. It'll make people notice my stature.|label=sold slave|value=+4|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I took someone into slavery. With no choice, they had to submit to me.|label=enslaved prisoner|value=+4|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery! A great display of our honor and power.|label=slave sold|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} opinion for enslaving a pawn&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Women's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Women's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountFemale.png|64px]]&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Men's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Men's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountMale.png|64px]]&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slaughtering animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&amp;lt;br/&amp;gt;[[File:AnimalSlaughter.png|64px]]&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:'''&amp;lt;br/&amp;gt;Slaughter animal&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Someone slaughtered an animal: -4&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: -10&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br/&amp;gt;Slaughtered animal: -15&amp;lt;br/&amp;gt;Someone slaughtered an animal: -2&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: -5&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br/&amp;gt;Slaughtered animal: -5&amp;lt;br/&amp;gt;Someone slaughtered an animal: -1&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Apostasy&amp;lt;br/&amp;gt;[[File:Apostasy.png|64px]]&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;Changed ideoligion: -30&amp;lt;br/&amp;gt;Apostate: -10&amp;lt;br/&amp;gt;[[Global certainty loss factor]]: x40%&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;Changed ideoligion: -15&amp;lt;br/&amp;gt;Apostate: -5&amp;lt;br/&amp;gt;[[Global certainty loss factor]]: x60%&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;Changed ideoligion: -8&amp;lt;br/&amp;gt;Apostate: -3&amp;lt;br/&amp;gt;[[Global certainty loss factor]]: x80%&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&amp;lt;br/&amp;gt;[[File:AutonomousWeapons.png|64px]]&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br/&amp;gt;Colonists gain Mood: Automated Turret in Colony: -12&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -8&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -4&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Body modification&amp;lt;br/&amp;gt;[[File:BodyModifications.png|64px]]&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || +1/+1/+2/+2/+3 mood for 1/2/3/4/5+ artificial parts (bonus disabled for Body Modder)&amp;lt;br/&amp;gt;-3 mood for zero artificial parts if expectations ≥ Moderate (penalty disabled for Body Purist)&amp;lt;br/&amp;gt;-3 opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
! rowspan=3| Charity&amp;lt;br/&amp;gt;[[File:Charity.png|64px]]&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -8 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;-12 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+4 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -4 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;-8 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+2 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -2 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;-6 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+1 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
! rowspan=4| Drug use&amp;lt;br/&amp;gt;[[File:DrugUse.png|64px]]&lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|high life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a [[drug]]&amp;lt;br/&amp;gt;{{--|15}} mood for 3 days for administering a drug&amp;lt;br/&amp;gt;-3 opinion for 5 days for using a drug&amp;lt;br/&amp;gt;-3 opinion for 5 days for administering a drug&amp;lt;br/&amp;gt;Pawns are unwilling to take drugs&amp;lt;br/&amp;gt;Pawns are unwilling to administer drugs&lt;br /&gt;
|-&lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a recreational (Non-[[Medical drugs|Medical]]) drug&amp;lt;br/&amp;gt;{{--|15}} mood for 3 days for administering a recreational drug&amp;lt;br/&amp;gt;-5 opinion for 5 days for using a recreational drug&amp;lt;br/&amp;gt;-5 opinion for 5 days for administering a recreational drug&amp;lt;br/&amp;gt;Pawns are unwilling to take recreational drugs&amp;lt;br/&amp;gt;Pawns are unwilling to administer recreational drugs&lt;br /&gt;
|-&lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a [[hard drug]]&amp;lt;br/&amp;gt;{{--|15}} mood for 3 days for administering a hard drug&amp;lt;br/&amp;gt;-8 opinion for 5 days for using a hard drug&amp;lt;br/&amp;gt;-8 opinion for 5 days for administering a hard drug&amp;lt;br/&amp;gt;Pawns are unwilling to take hard drugs&amp;lt;br/&amp;gt;Pawns are unwilling to administer hard drugs&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]] || x1.5 drug plant harvest yield&amp;lt;br/&amp;gt;x1.5 [[drug synthesis speed]]&amp;lt;br/&amp;gt;+10% drug sell price&amp;lt;br/&amp;gt;{{+|3}} mood for having taken a drug{{Check Tag|Recreational only?|Does taking a medical drug like penox or luci count to prevent this penalty?}} within 0.75 days&amp;lt;br/&amp;gt;Linearly increasing mood penalty for not having taken drugs recently, starting at {{--|1}} after 2 days, up to {{--|10}} mood after 11 days.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
! Combat in darkness&amp;lt;br/&amp;gt;[[File:DarknessCombat.png|64px]]&lt;br /&gt;
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || [[Weapons#Accuracy|Ranged chance to hit]] {{+|25%}} in the dark, {{--|20%}} in the light&amp;lt;br/&amp;gt;[[Melee hit chance]] {{+|10%}} in the dark, {{--|10%}} in the light&amp;lt;br/&amp;gt;[[Melee dodge chance]] {{+|10%}} in the dark, {{--|10%}} in the light&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
! rowspan=3 | Cutting trees&amp;lt;br/&amp;gt;[[File:Precept tree cutting.png|64px]]&lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;Pawns will not cut trees&amp;lt;br/&amp;gt;-4 mood for 3 days for a tree cut&amp;lt;br/&amp;gt;-4 mood for 3 days for an uprooted tree dying&amp;lt;br/&amp;gt;-10 opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;-10 mood for 3 days for cutting a tree&amp;lt;br/&amp;gt;-2 mood for 3 days for a tree cut&amp;lt;br/&amp;gt;-2 mood for 3 days for an uprooted tree dying&amp;lt;br/&amp;gt;-5 opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;-5 mood for 3 days for cutting a tree&amp;lt;br/&amp;gt;-1 mood for 3 days for a tree cut&amp;lt;br/&amp;gt;-1 mood for 3 days for an uprooted tree dying&amp;lt;br/&amp;gt;-3 opinion for cutting a tree&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&amp;lt;br/&amp;gt;[[File:KillingInnocentAnimals.png|64px]]&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;Pawns will not attack innocent animals&amp;lt;br/&amp;gt;-4 mood for 6 days if innocent animal is killed&amp;lt;br/&amp;gt;-15 opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;-15 mood for killing an innocent animal&amp;lt;br/&amp;gt;-2 mood for 6 days if innocent animal is killed&amp;lt;br/&amp;gt;-10 opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;-5 mood for killing an innocent animal&amp;lt;br/&amp;gt;-1 mood for 6 days if innocent animal is killed&amp;lt;br/&amp;gt;-5 opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
! Lighting&amp;lt;br/&amp;gt;[[File:Lighting.png|64px]]&lt;br /&gt;
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || +4 mood with Darklight&amp;lt;br/&amp;gt;-4 mood in dim light&amp;lt;br/&amp;gt;-8 mood in bright light.&amp;lt;br/&amp;gt;No modifier for Darkness.&amp;lt;br/&amp;gt;Surgery penalty without Darklight.&amp;lt;br/&amp;gt;Disables low-[[light]] [[move speed]] penalties&amp;lt;br/&amp;gt;Disables low-[[light]] [[global work speed]] penalties&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
! rowspan=6 | Meat eating&amp;lt;br/&amp;gt;[[File:MeatEating.png|64px]]&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;-24 mood for 1 day for eating meat&amp;lt;br/&amp;gt;-15 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;-12 mood for 1 day for eating meat&amp;lt;br/&amp;gt;-10 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;-4 mood for 1 day for eating meat&amp;lt;br/&amp;gt;-5 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;-4 mood for 1 day for eating food without meat&amp;lt;br/&amp;gt;-5 opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;-10 mood for 1 day for eating food without meat&amp;lt;br/&amp;gt;-10 opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;-16 mood for 1 day for eating food without meat&amp;lt;br/&amp;gt;-15 opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! rowspan=3 | Mining&amp;lt;br/&amp;gt;[[File:Mining.png|64px]]&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;Pawns will not mine&amp;lt;br/&amp;gt;-40 mood for 2 days for destroying a natural wall&amp;lt;br/&amp;gt;-4 mood for 2 days for a block mined a colony&amp;lt;br/&amp;gt;-15 opinion for mining a block&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;-20 mood for 2 days for mining a block&amp;lt;br/&amp;gt;-20 mood for 2 days for destroying a natural wall&amp;lt;br/&amp;gt;-2 mood for 2 days for a natural wall destroyed a colony&amp;lt;br/&amp;gt;-10 opinion for destroying a natural wall&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;-3 mood for 2 days for mining a block&amp;lt;br/&amp;gt;-3 mood for 2 days for destroying a natural wall&amp;lt;br/&amp;gt;-1 mood for 2 days for a natural wall destroyed a colony&amp;lt;br/&amp;gt;-5 opinion for destroying a natural wall&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
! rowspan=2 | Raiding&amp;lt;br/&amp;gt;[[File:Raiding.png|64px]]&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|3}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|6}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|6}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Global work speed]] {{--|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|6}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|12}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|12}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Global work speed]] {{--|16%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
! Trees&amp;lt;br/&amp;gt;[[File:Trees.png|64px]]&lt;br /&gt;
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br/&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Growth vats{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:GrowthVats.png|64px]]&lt;br /&gt;
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''&amp;lt;br/&amp;gt;Build growth vat&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Growth vat in colony: {{--|3}}&amp;lt;br/&amp;gt;My child in a growth vat: {{--|8}}. Nullifying trait: [[Psychopath]]. Stack Limit: 3&amp;lt;br/&amp;gt;Child not in growth vat: {{+|1}}. Stack Limit: 3&lt;br /&gt;
|-&lt;br /&gt;
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;Natural pregnancy: {{--|5}}. Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;Child not in growth vat: {{--|2}}. Stack Limit: 3. Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;Growth vat occupant speed: {{Good|x130%}}&amp;lt;br/&amp;gt;(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Bloodfeeders{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeders.png|64px]]&lt;br /&gt;
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Let them worship me. Feeding upon them places them below me, as animals are below humans.|label=revered bloodfeeder|value=+4|stack=1}} for being a bloodfeeder.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeders|value=-2|stack=1}} (Colony wide) for having no bloodfeeders in the colony.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeder master|value=-1|stack=1}} (Colony wide) for having bloodfeeders in the colony, but not as the [[#Leaders|leader]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The bloodfeeder's presence is a great honor. May they live forever.|label=bloodfeeder master|value=+2|stack=1}} (Colony wide) for having A bloodfeeder as the [[#Leaders|leader]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=fed on by &amp;lt;NAME&amp;gt;|value=-5|stack=1|duration=5}}{{Check Tag|Stacking?|Check if it stacks, change stack var as appropriate}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} for being a Bloodfeeder&lt;br /&gt;
|-&lt;br /&gt;
| Reviled || Anyone who drinks blood to survive is a monster. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|40}} for being a Bloodfeeder&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Child labor&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Child labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:ChildLabor.png|64px]]&lt;br /&gt;
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''&amp;lt;br/&amp;gt;Child assigned recreation: {{--|3}}. Adults only.&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Global Work Speed]]: {{+|20%}}. [[Children]] only&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Childhood is sacred. We should let kids be kids. || || [[#Individualist|Individualist]] || '''Mood:'''&amp;lt;br/&amp;gt;Child assigned work: {{--|3}}. Adults only.&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;Learning Rate Factor: {{+|20%}}. [[Children]] only&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mechanoid labor&amp;quot;&lt;br /&gt;
! Mechanoid labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:MechanoidLabor.png|64px]]&lt;br /&gt;
| Enhanced || Why should we work when we have machines? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Global Work Speed]]: {{--|8%}}.&amp;lt;br/&amp;gt;Mechanoid [[Global Work Speed]]: {{+|20%}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meme-specific ===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
! Age reversal&amp;lt;br/&amp;gt;[[File:AgeReversal.png|64px]]&lt;br /&gt;
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || -4/-7/-10 mood if pawn over biological age of 25 didn't have age reversal in the last year and expectations are at least high&amp;lt;br/&amp;gt;+3 mood for 4 days after age reversal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
! Animal connection&amp;lt;br/&amp;gt;[[File:Precept animal connection.png|64px]]&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biosculpting&amp;lt;br/&amp;gt;[[File:Precept biosculpting.png|64px]]&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blind psysense&amp;quot;&lt;br /&gt;
! Blind psysense&amp;lt;br/&amp;gt;[[File:BlindPsysense.png|64px]]&lt;br /&gt;
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
! Bonding&amp;lt;br/&amp;gt;[[File:Bonding.png|64px]]&lt;br /&gt;
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animals#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort&amp;lt;br/&amp;gt;[[File:Comfort.png|64px]]&lt;br /&gt;
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
! Eclipse&amp;lt;br/&amp;gt;[[File:Precept Eclipse.png|64px]]&lt;br /&gt;
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br/&amp;gt;''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gauranlen connection&amp;quot;&lt;br /&gt;
! Gauranlen connection&amp;lt;br/&amp;gt;[[File:GauranlenConnection.png|64px]]&lt;br /&gt;
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-0|stack=1}}, at Very Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-1|stack=1}}, at Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-2|stack=1}}, at Moderate [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Pruning speed]]: {{+|25%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield&amp;lt;br/&amp;gt;[[File:MiningYield.png|64px]]&lt;br /&gt;
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Mining yield]]: {{+|10%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharge&amp;quot;&lt;br /&gt;
! Neural supercharge&amp;lt;br/&amp;gt;[[File:NeuralSupercharger.png|64px]]&lt;br /&gt;
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pain&amp;quot;&lt;br /&gt;
! Pain&amp;lt;br/&amp;gt;[[File:Pain.png|64px]]&lt;br /&gt;
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain cleanses me. I like it.|label=serious pain|value=+5|stack=1}}, [[pain]] between 15% and 39% inclusive. Replaces default {{--|10}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain purifies me. I need it!|label=intense pain|value=+7|stack=1}}, [[pain]] between 40% and 79% inclusive. Replaces default {{--|15}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain makes me sublime! I wish to become it!|label=mind-shattering pain|value=+9|stack=1}}, [[pain]] of 80%+. Replaces default {{--|20}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Note:''' These thoughts are replaced by the [[Masochist]] specific thoughts for pawns with that trait, and with the default values for [[Wimp]]s.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proselytizing&amp;quot;&lt;br /&gt;
! rowspan=3 | Proselytizing&amp;lt;br/&amp;gt;[[File:Proselytizing.png|64px]]&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×300'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×500'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×700'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ranching&amp;quot;&lt;br /&gt;
! Ranching&amp;lt;br/&amp;gt;[[File:Ranching.png|64px]]&lt;br /&gt;
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Plant Work Speed]]: {{Bad|x70%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Tame Animal Chance]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Gather Yield]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Butchery Efficiency]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Skills#Animals|Animals]] Learning Factor: {{Good|x200%}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Animal Products Price Improvement: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher.{{Check Tag|Which plants?}}{{Check Tag|Sow only?|Can you harvest plants without issue?}} Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rough living&amp;quot;&lt;br /&gt;
! Rough living&amp;lt;br/&amp;gt;[[File:RoughLiving.png|64px]]&lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies:&lt;br /&gt;
* &amp;quot;Ate without table -3&amp;quot;&lt;br /&gt;
* &amp;quot;Slept outside -4&amp;quot;&lt;br /&gt;
* &amp;quot;Slept on ground -4&amp;quot;&lt;br /&gt;
* &amp;quot;Soaking wet -3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
! Slab bed&amp;lt;br/&amp;gt;[[File:Precept Slab Bed.png|64px]]&lt;br /&gt;
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
! Sleep accelerator&amp;lt;br/&amp;gt;[[File:Precept sleep accelerator.png|64px]]&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Small spaces&amp;quot;&lt;br /&gt;
! Small spaces&amp;lt;br/&amp;gt;[[File:SmallSpaces.png|64px]]&lt;br /&gt;
| Don't care || There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] || Disables negative thoughts about small spaces. Positive thoughts about spacious areas are unaffected.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
! Temperature&amp;lt;br/&amp;gt;[[File:Precept temperature.png|64px]]&lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Nullifies:&lt;br /&gt;
* &amp;quot;Slept in the cold -4&amp;quot;&lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot;&lt;br /&gt;
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work drive&amp;lt;br/&amp;gt;[[File:Precept work drive.png|64px]]&lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{{Move|destination=Roles|reason=Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss &amp;amp; leave opinion}}&lt;br /&gt;
{{Stub|section=1|reason=Needs mechanical detail beyond just what the stats are and the tables cover. Inc but not limited to: Minimum age or lack thereof}}&lt;br /&gt;
&lt;br /&gt;
=== General info ===&lt;br /&gt;
'''Note:''' When creating an ideoligion a randomly generated or player specified name is given to the role. For clarity, the wiki uses the generic names of the roles instead as the generated names will not be consistent across playthroughs. Where there are explicit references to the role name, such as in moodlets, the fact that the non-generic name is used will be noted, such as with &amp;quot;&amp;lt;Role Name&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
&lt;br /&gt;
* Pawns can only hold one role at a time.&lt;br /&gt;
* All roles lose [[#Certainty|Certainty]] at 50% the normal rate.&lt;br /&gt;
* Roles can have assigned equipment that they will demand when they have the role - Leaders and Moral Guides will get a permanent {{--|4}} &amp;quot;''Want &amp;lt;Role Name&amp;gt; apparel''&amp;quot; mood debuff without it. Due to a bug, none of the specialist roles will have the mood debuff happen. Only New Tribe colonies can select the [[war mask]] and [[tribal headdress]] as apparel options, while only New Arrivals colonies can select the [[slicecap]] and [[beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Removing a role from a pawn causes a {{--|15}} &amp;quot;''Lost &amp;lt;Role Name&amp;gt; role''&amp;quot; moodlet for 10 days.{{Check Tag|Detail Needed|Does this happen when changing roles and if so, in all instances of role chances. Spec to Spec, Spec to leader, spec to Moral guide, etc.}} This does not happen when changing from a moral guide to leader.&lt;br /&gt;
&lt;br /&gt;
When at least 3 colonists have the same ideoligion, its moral guide role activates. [[Slave]]s, [[prisoners]] and quest lodgers do not count toward this three pawn requirement. Activation allows the moral guide role to be assigned, but pawns with that ideology receive {{--|5}} &amp;quot;''No &amp;lt;Role Name&amp;gt;''&amp;quot; when the role is unfilled. This requirement persists, even if follower count diminishes, until there's only 1 pawn of that ideoligion left. There is a short grace period when starting the game before the [[mood]]let is applied.&lt;br /&gt;
&lt;br /&gt;
The leader and moral guide roles are mandatory and cannot be removed, and are each limited to only one bearer of the role. You can have 1 leader across all your colonists, even of different ideoligions. You can have 1 moral guide per ideoligion in your colony, so long as the role is activated.&lt;br /&gt;
&lt;br /&gt;
Between zero and two specialist types may be selected, but any number of pawns can be assigned that role. I.e. you cannot have a shooting specialist, an animals specialist, and a medical specialist, but you can have 20 pawns assigned be shooting specialists. Limits are per ideoligion only - multiple ideoligions in a single colony can allow more access to specialist types.&lt;br /&gt;
&lt;br /&gt;
=== Leader ===&lt;br /&gt;
{{Stub|section=1|reason=General, but also &amp;quot;Leader Resentment&amp;quot; thoughts in Thoughts_IdeoRole.xml}}&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{Ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders receive a flat +2% to [[Trade Price Improvement]] when they act as [[trade]]rs.&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
&lt;br /&gt;
Leaders have [[expectations]] that are two levels higher than normal. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Leader speech&amp;quot;&lt;br /&gt;
! Leader Speech&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|64px]]&lt;br /&gt;
| A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|- id=&amp;quot;Work drive ability&amp;quot;&lt;br /&gt;
! Work Drive&amp;lt;br/&amp;gt;[[File:WorkDrive.png|64px]]&lt;br /&gt;
| Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|- id=&amp;quot;Combat command&amp;quot;&lt;br /&gt;
! Combat Command&amp;lt;br/&amp;gt;[[File:CombatCommand.png|64px]]&lt;br /&gt;
| Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Trial&amp;quot;&lt;br /&gt;
! Trial&amp;lt;br/&amp;gt;[[File:Trial.png|64px]]&lt;br /&gt;
| A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Moral guide ===&lt;br /&gt;
{{Stub|section=1|reason=Ability details}}&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers. Moral guides get a 2x multiplier to the efficacy of their [[#Conversion|Conversion]] attempts.&lt;br /&gt;
&lt;br /&gt;
Unlike Leaders, Moral Guides are '''not''' restricted to any Supreme gender selected.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{Ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
Moral guides have [[expectations]] that are two levels higher than normal. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Convert&amp;quot;&lt;br /&gt;
! Convert&amp;lt;br/&amp;gt;[[File:Convert.png|64px]]&lt;br /&gt;
| Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|- id=&amp;quot;Counsel&amp;quot;&lt;br /&gt;
! Counsel&amp;lt;br/&amp;gt;[[File:Counsel.png|64px]]&lt;br /&gt;
| Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|- id=&amp;quot;Reassure&amp;quot;&lt;br /&gt;
! Reassure&amp;lt;br/&amp;gt;[[File:Reassure.png|64px]]&lt;br /&gt;
| Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|- id=&amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
! Conversion Ritual&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|64px]]&lt;br /&gt;
| Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|- id=&amp;quot;Preach health&amp;quot;&lt;br /&gt;
! Preach Health&amp;lt;br/&amp;gt;[[File:PreachHealth.png|64px]]&lt;br /&gt;
| Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] {{+|25%}}&lt;br /&gt;
* [[Injury Healing Factor]] {{+|25%}}&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !! Disabled Work Types !! Ability !! Ability Description !! Ability Effect&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! Shooting Specialist&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png]]&lt;br /&gt;
| A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Shooting&lt;br /&gt;
** Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
! Marksman Command&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|64px]]&lt;br /&gt;
| Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. Cooldown of 3 days. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! Animals Specialist&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png]]&lt;br /&gt;
| A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
* [[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
! Animal Calm&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|64px]]&lt;br /&gt;
| Use unique methods of connecting with animals to calm a maddened beast. ||&lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png]]&lt;br /&gt;
| A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medical|Medical skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
! Immunity Drive&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|64px]]&lt;br /&gt;
| Offer moral support that energizes the body, boosting someone's immunity gain for one day. || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png]]&lt;br /&gt;
| A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilities for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] {{+|7}}&lt;br /&gt;
* [[Melee Dodge Chance]] {{+|7}}&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
! Berserk Trance&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|64px]]&lt;br /&gt;
| The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]]&lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{Ticks|7500}} or until [[Downed]]&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! Mining Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMining.png]]&lt;br /&gt;
| A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
! Mining Command&amp;lt;br/&amp;gt;[[File:MiningCommand.png|64px]]&lt;br /&gt;
| Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! Plants Specialist&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png]]&lt;br /&gt;
| A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#High life|High life]]&lt;br /&gt;
* [[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
* [[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
! Farming Command&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|64px]]&lt;br /&gt;
| Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! Production Specialist&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png]]&lt;br /&gt;
| A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] ≥ 6 OR [[Skills#Crafting|Crafting skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Construction OR&lt;br /&gt;
** Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level{{Ref label|Quality|1}}&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
! Production Command&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|64px]]&lt;br /&gt;
| Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! Research Specialist&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png]]&lt;br /&gt;
| A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intellectual|Intellectual skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
! Research Command&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|64px]]&lt;br /&gt;
| Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Quality|1}} This affects the quality of every item the pawn creates, including [[sculptures|Art]], despite the tooltip only listing Crafting and Construction.&lt;br /&gt;
:{{note|SpecialistCommandEffectOnCaster|2}} The caster won't benefit from their own ability, but will benefit from the same ability from a different caster. Doesn't stack.&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
{{Stub|section=1|reason=Better summary with some specifics but leave predominately as link to the main page}}&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Relics are objects revered by your ideoligion. To obtain them you need to go through a series of quests. If you take control of them, they give various boni to your colony. When placed in a [[Reliquary]], pilgrims of your Ideoreligion will visit your colony to pay reverence to the relic.&lt;br /&gt;
Mood penalty for lost or destroyed&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
{{Stub|section=1|reason=Missing significant detail, options etc.}}&lt;br /&gt;
Ideoligions can add special statue-like buildings that will be required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings must be placed in a room of at least 25 area, and must not contain beds or workstations. The larger building will also require 4 columns to be in the room. Both buildings may be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet.&lt;br /&gt;
&lt;br /&gt;
== Weapon preferences ==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
| Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
| Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
| Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel preferences ==&lt;br /&gt;
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}&lt;br /&gt;
Some kinds{{Check Tag|Detail needed|Needs a list of what kinds can and cannot be preferred}} of [[apparel]] can be set as preferred. The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds{{Check Tag|Cap?|What's the limit?}} of apparel can be chosen.&lt;br /&gt;
&lt;br /&gt;
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.&lt;br /&gt;
&lt;br /&gt;
Pawns that have desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.&lt;br /&gt;
&lt;br /&gt;
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.{{Check Tag|Children?|Confirm when children gain a favorite color}} Apparel can be dyed at the [[styling station]] for one [[dye]] per piece of apparel. Note that unlike with preferred apparel, outside of the [[Man in Black]] event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.&lt;br /&gt;
&lt;br /&gt;
== Xenotype preferences ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Stub|section=1|reason= Needs proper write up. Test if specific to Sanguophage or the implanter gene.}}&lt;br /&gt;
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that all other xenotypes are considered disliked and believers will be unhappy living alongside them.&lt;br /&gt;
&lt;br /&gt;
Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.&lt;br /&gt;
&lt;br /&gt;
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. If [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.{{Check Tag|Fail?|Will not offer that as a reward? Will generate as a reward but not give it? Will not generate the quest? Will not generate the option that would be to receive the xenogerm? Will replace it with something else?}}&lt;br /&gt;
&lt;br /&gt;
Opinion:&lt;br /&gt;
* Preferred xenotype: {{+|10}}&lt;br /&gt;
* Disliked xenotype: {{--|30}}&lt;br /&gt;
&lt;br /&gt;
Mood:&lt;br /&gt;
* All preferred xenotype: {{+|2}}&lt;br /&gt;
* Some disliked xenotypes: {{--|2}}&lt;br /&gt;
* Many disliked xenotypes: {{--|3}}&lt;br /&gt;
* Tons of disliked xenotypes: {{--|4}}&lt;br /&gt;
* I am disliked xenotype&amp;lt;: {{--|6}}&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
{{Stub|section=1|reason=General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size}}&lt;br /&gt;
{{Quote|This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.|Description}}&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned pawns of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a -??{{Check Tag|Value?}} mood penalty until they do so. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns. Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] -&lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept. Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept. Fix: High life meme ideos generate with a warning about conflicting apparel.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed. Fix: There are some duplicate ideoligion icons. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.&lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood. Fix: Classic mode ideoligions don't start with some classic precepts. Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme &amp;quot;Flesh Purity&amp;quot; no longer forces the anti-biosculpting precept.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Berserker trance makes pawn guilty even though they cannot attack allies. Fix: High Life harvest yield for Drug Use: Essential precept doesn't work.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added preferred xenotypes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set. Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description. Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=146051</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=146051"/>
		<updated>2024-05-26T20:35:54Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Optional */ Fixing hyperlink casing issue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Type of ideoligion ==&lt;br /&gt;
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.&lt;br /&gt;
&lt;br /&gt;
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any ''style'', or cosmetic variant, of building (click the circle icon in the [[Architect]] tab, right next to the search bar).&lt;br /&gt;
:However, some aspects of the ideoligion system remain. You can still assign a [[Roles#Leader|Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.&lt;br /&gt;
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.&lt;br /&gt;
&lt;br /&gt;
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the &amp;quot;Mole people&amp;quot; preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.&lt;br /&gt;
:For example, the &amp;quot;Classic-like&amp;quot; preset will have the following precepts:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:600px&amp;quot;&amp;gt;&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development points ===&lt;br /&gt;
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}&lt;br /&gt;
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot &amp;quot;store&amp;quot; points; once you can reform, no more points are gained.&lt;br /&gt;
&lt;br /&gt;
Development points can be obtained in the following ways:&lt;br /&gt;
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are &amp;quot;anytime&amp;quot; rituals or &amp;quot;dated&amp;quot; rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.&lt;br /&gt;
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Terrible&lt;br /&gt;
! Boring&lt;br /&gt;
! Fun&lt;br /&gt;
! Unforgettable&lt;br /&gt;
|-&lt;br /&gt;
! 1 Ritual&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 2 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 3 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Converting someone: 1 point.&lt;br /&gt;
Certain [[#Precepts|precepts]] allow an ideoligion to gain points from actions related to the precept.&lt;br /&gt;
* [[#Blindness|Blindness: Respected, Elevated or Sublime]]: Blinding someone: 1 point&lt;br /&gt;
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events&lt;br /&gt;
** [[Quests#Beggars|Helping beggars]]: 2 points&lt;br /&gt;
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point&lt;br /&gt;
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points&lt;br /&gt;
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points&lt;br /&gt;
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point&lt;br /&gt;
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point&lt;br /&gt;
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points&lt;br /&gt;
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point&lt;br /&gt;
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:&lt;br /&gt;
** Converting a new member: 1 point (in addition to the normal 1 point)&lt;br /&gt;
** Obtaining a [[Relic|relic]]: 5 points&lt;br /&gt;
** Completing the [[Quests#Pilgrims|pilgrims]] quest: 2 points&lt;br /&gt;
* [[#Raiding|Raiding: Respected or Required]]:&lt;br /&gt;
** Raiding someone: 1 point&lt;br /&gt;
** Raiding a bandit camp or work site: 2 points&lt;br /&gt;
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points&lt;br /&gt;
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point&lt;br /&gt;
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point&lt;br /&gt;
&lt;br /&gt;
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.&lt;br /&gt;
&lt;br /&gt;
== Forming an ideoligion ==&lt;br /&gt;
An ideoligion consists of many separate aspects to customize:&lt;br /&gt;
&lt;br /&gt;
'''Primary'''&lt;br /&gt;
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that &amp;quot;god(s) are formless and everywhere&amp;quot;, or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|role specialists]].&lt;br /&gt;
&lt;br /&gt;
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.&lt;br /&gt;
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.&lt;br /&gt;
&lt;br /&gt;
'''Secondary'''&lt;br /&gt;
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.&lt;br /&gt;
&lt;br /&gt;
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.&lt;br /&gt;
&lt;br /&gt;
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s {{BiotechIcon}}, as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whenever a colonist will dislike a non-preferred item is dependent on the preference in question.&lt;br /&gt;
&lt;br /&gt;
'''Descriptive'''&lt;br /&gt;
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.&lt;br /&gt;
&lt;br /&gt;
== Certainty ==&lt;br /&gt;
{{Split|destination=Certainty|reason=Would benefit from having a space for Analyis and strategies as well as more displays of how different stats really affect conversion times. example strats: forcing crises of faith, stacking convert power buffs, gene modding the convertee to have the Kind and Wimp traits etc. Leave section here with summary, and a [[Template:Main]] link to the oage. redirect [[Conversion]] there too}}&lt;br /&gt;
{{See also|Conversion Power|Global Certainty Loss Factor}}&lt;br /&gt;
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.&lt;br /&gt;
=== Reassurance ===&lt;br /&gt;
Certainty increases by a set rate per day, which is dependent on current [[mood]].&lt;br /&gt;
* 1% / day at 20% mood or less&lt;br /&gt;
* 2% / day at 50% mood&lt;br /&gt;
* 3% / day at 80% mood or more&lt;br /&gt;
Between 20% and 80% mood, certainty gain is linearly interpolated.&lt;br /&gt;
Certainty does not regenerate while [[deathrest]]ing.{{BiotechIcon}}{{Check Tag|What else?|What else pauses reassurance}}&lt;br /&gt;
The [[Roles#Moral Guide|Moral Guide]] of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on [[Conversion Power]].&lt;br /&gt;
If a pawn is converted, then they will start with 50% certainty in their new ideoligion.&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
These ways to lower certainty are all considered &amp;quot;Conversion&amp;quot;. The certainty reduction is increased by the converter's [[Conversion Power]], and decreased by the user's [[Global Certainty Loss Factor]]. Conversion strength is then multiplied by relevant [[trait]]s. For example, an [[Undergrounder]] will be harder to convert from an ideology with the Tunneler meme.&lt;br /&gt;
* Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the [[Ideoligion Spread Chance]], which is increased by the [[#Proselytizing|Proselytizing]] precept.&lt;br /&gt;
* The [[role]] of [[Roles#Moral Guide|Moral Guide]] has a &amp;quot;Convert&amp;quot; ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.&lt;br /&gt;
* If a pawn is held [[prisoner]], you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.&lt;br /&gt;
The certainty reduction of a convert attempt can be calculated as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Certainty loss''' = 6% × [[Conversion Power]] of the Converter × If Converter is [[#Moral Guide|Moral Guide]] ({{Good|x2}}) × [[Global Certainty Loss Factor]] of Convertee × Relic Conversion Power Factor × Trait/Meme Agreeableness × AI Storyteller's Low pop conversion boost multiplier&lt;br /&gt;
|}&lt;br /&gt;
*'''Relic conversion factor:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Relic Conversion Power Factor&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}&lt;br /&gt;
|}&lt;br /&gt;
'''Other certainty reduction''':&lt;br /&gt;
These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor.&lt;br /&gt;
* [[Rituals#Conversion ritual|Conversion ritual]]. Requires a Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead ''increase'' certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by [[Social Impact]] of the moral guide, among other factors.&lt;br /&gt;
* [[Crisis of belief]] is an extreme [[mental break]] which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a ''random'' ideoligion - even if you've attempted to convert them to a specific ideoligion prior. Notably, crisis of belief is one of 2 mental breaks that [[prisoner]]s associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)&lt;br /&gt;
* A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Verify|Detail, too}}&lt;br /&gt;
[[Children]]{{BiotechIcon}} are a unique case of conversion, as babies have no ideoligion and one is assigned to them once they turn 3. For a more detailed description of how the ideoligion of a child is determined, see the [[Children#Ideoligion|Children]] page.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
! Abstract theist&amp;lt;br/&amp;gt;[[File:Abstract theist.png|64px]]&lt;br /&gt;
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
! Animist&amp;lt;br/&amp;gt;[[File:Animist.png|64px]]&lt;br /&gt;
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||&lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
! Archist&amp;lt;br/&amp;gt;[[File:Archist.png|64px]]&lt;br /&gt;
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||&lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
! Buddhist origin&amp;lt;br/&amp;gt;[[File:Buddhist origin.png|64px]]&lt;br /&gt;
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
! Christian origin&amp;lt;br/&amp;gt;[[File:Christian origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
! Embodied theist&amp;lt;br/&amp;gt;[[File:Embodied theist.png|64px]]&lt;br /&gt;
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
! Hindu origin&amp;lt;br/&amp;gt;[[File:Hindu origin.png|64px]]&lt;br /&gt;
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
! Ideological&amp;lt;br/&amp;gt;[[File:Ideological.png|64px]]&lt;br /&gt;
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||&lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
! Islamic origin&amp;lt;br/&amp;gt;[[File:Islamic origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
! Astropolitan&amp;lt;br/&amp;gt;[[File:Astropolitan.png|32px]]&lt;br /&gt;
| [[New Arrivals]] || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
! Rustican&amp;lt;br/&amp;gt;[[File:Civil outlander.png|32px]]&lt;br /&gt;
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
! Corunan&amp;lt;br/&amp;gt;[[File:GentleTribe.png|32px]]&lt;br /&gt;
| [[New Tribe]]&amp;lt;br/&amp;gt;[[Tribal]] Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
! Kriminul&amp;lt;br/&amp;gt;[[File:Pirate.png|32px]]&lt;br /&gt;
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
! Sophian {{RoyaltyIcon}}&amp;lt;br/&amp;gt;[[File:Empire map marker.png|32px]]&lt;br /&gt;
| [[Empire]] Faction&amp;lt;br/&amp;gt;[[Ancient]] Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=width:5em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Hindu.png|18px]] Hindu&lt;br /&gt;
| -&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Christian.png|18px]] Christian&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Islam.png|18px]] Islamic&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Buddhism.png|18px]] Buddhist&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Morbid.png|18px]] Morbid&lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Totemic.png|18px]] Totemic&lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Spikecore.png|18px]] Spikecore&lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]&lt;br /&gt;
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Rustic.png|18px]] Rustic&lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Torch lamp#Styles|Torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Animalist.png|18px]] Animalist&lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Techist.png|18px]] Techist&lt;br /&gt;
| [[Hex carpet]], [[Hex tile]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]&lt;br /&gt;
| -&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
! '''Animal personhood'''&amp;lt;br/&amp;gt;[[File:Animal personhood.png|64px]]&lt;br /&gt;
| Animals have rights as humans do. ||data-sort-value=3|High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| Only those who are blind can perceive true reality. ||data-sort-value=3|High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! '''Cannibal'''&amp;lt;br/&amp;gt;[[File:Cannibal.png|64px]]&lt;br /&gt;
| We must consume human flesh. ||data-sort-value=3|High || - || '''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
! '''Collectivist'''&amp;lt;br/&amp;gt;[[File:Collectivist.png|64px]]&lt;br /&gt;
| Each person is part of a greater whole. People should work to play their part and help the group. ||data-sort-value=1|Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
! '''Darkness'''&amp;lt;br/&amp;gt;[[File:Darkness.png|64px]]&lt;br /&gt;
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||data-sort-value=3|High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
! '''Female supremacy'''&amp;lt;br/&amp;gt;[[File:Female supremacy.png|64px]]&lt;br /&gt;
| Women are the superior gender and should rule. ||data-sort-value=2|Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
! '''Flesh purity'''&amp;lt;br/&amp;gt;[[File:Flesh purity.png|64px]]&lt;br /&gt;
| The human body should not be debased. ||data-sort-value=2|Medium || [[#High life|High life]]&amp;lt;br/&amp;gt;[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Abhorrent&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]&amp;lt;br/&amp;gt;[[Nudist]] || [[Body modder]] || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
! '''Guilty'''&amp;lt;br/&amp;gt;[[File:Guilty.png|64px]]&lt;br /&gt;
| Our people carry guilt from ages past. Others are more worthy. ||data-sort-value=1|Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| Exotic states of mind are central to a good life. ||data-sort-value=2|Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || - || - || [[Chemical interest]]&amp;lt;br/&amp;gt;[[Chemical fascination]] || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
! '''Human primacy'''&amp;lt;br/&amp;gt;[[File:Human primacy.png|64px]]&lt;br /&gt;
| Humans are the moral center of the universe. ||data-sort-value=2|Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required&amp;lt;br/&amp;gt;'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
! '''Individualist'''&amp;lt;br/&amp;gt;[[File:Individualist.png|64px]]&lt;br /&gt;
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||data-sort-value=1|Low || [[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
! '''Loyalist'''&amp;lt;br/&amp;gt;[[File:Loyalist.png|64px]]&lt;br /&gt;
| We stand for our own before others. ||data-sort-value=1|Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
! '''Male supremacy'''&amp;lt;br/&amp;gt;[[File:Male supremacy.png|64px]]&lt;br /&gt;
| Men are the superior gender and should rule. ||data-sort-value=2|Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
! '''Nature primacy'''&amp;lt;br/&amp;gt;[[File:Nature primacy.png|64px]]&lt;br /&gt;
| Man is a stain on nature's perfection. ||data-sort-value=2|Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
! '''Nudism'''&amp;lt;br/&amp;gt;[[File:Nudism.png|64px]]&lt;br /&gt;
| Clothing binds, controls, and suffocates us. We should all hang free. ||data-sort-value=3|High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| Virtue is shown through suffering of self and others. ||data-sort-value=3|High || - || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Comfort|Comfort:]]''' Ignored&amp;lt;br/&amp;gt;'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]&amp;lt;br/&amp;gt;[[Tortured artist]]&amp;lt;br/&amp;gt;[[Masochist]] || [[Wimp]]&amp;lt;br/&amp;gt;[[Gourmand]] || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
! '''Proselytizer'''&amp;lt;br/&amp;gt;[[File:Proselytizer.png|64px]]&lt;br /&gt;
| It is our duty to spread our beliefs. ||data-sort-value=2|Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
! '''Raider'''&amp;lt;br/&amp;gt;[[File:Raider.png|64px]]&lt;br /&gt;
| The strong should take from the weak. ||data-sort-value=2|Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
! '''Rancher'''&amp;lt;br/&amp;gt;[[File:Rancher.png|64px]]&lt;br /&gt;
| Raising animals is the right way; raising plants to eat is not. ||data-sort-value=2|Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
! '''Supremacist'''&amp;lt;br/&amp;gt;[[File:Supremacist.png|64px]]&lt;br /&gt;
| Our people should dominate all others. ||data-sort-value=1|Low || [[#Individualist|Individualist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| Human progress means merging with technology. ||data-sort-value=2|Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Neural supercharge|Neural supercharge:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Biosculpting|Biosculpting:]]''' Accelerated&amp;lt;br/&amp;gt;'''[[#Age reversal|Age reversal:]]''' Demanded&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| Trees are the essence of life, and we must be near them. ||data-sort-value=3|High || - || '''[[#Trees|Trees:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Rough living|Rough living:]]''' Welcomed&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt;'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong&lt;br /&gt;
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||data-sort-value=3|High || - || '''[[#Fungus|Fungus:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Insect meat|Insect meat:]]''' Loved&amp;lt;br/&amp;gt;'''[[#Small spaces|Small spaces:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||data-sort-value=2|Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Research#Deathrest|Deathrest]] || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||data-sort-value=2|Medium || - || '''[[#Physic rituals|Physic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||data-sort-value=3|High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Canibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe{{IdeologyIcon}} !! Nudist tribe{{IdeologyIcon}} !! Pirate gang !! Pirate cannibal gang{{IdeologyIcon}} !! Shattered Empire{{RoyaltyIcon}} !! Ancient faction !! Outlander refugee group{{RoyaltyIcon}} !! Beggars &amp;amp; Pilgrims{{IdeologyIcon}} !! Yttakin pirates{{BiotechIcon}} !! Waster pirates{{BiotechIcon}} !! Sanguophages{{BiotechIcon}} !! Horax cult{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}}* || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || '''Required**''' || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || '''Required**''' || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Raider || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| High life || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Check}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Bloodfeeding{{BiotechIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Ritualist{{AnomalyIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}  || '''Required'''&lt;br /&gt;
|-&lt;br /&gt;
| Inhuman{{AnomalyIcon}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}  || '''Required'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;* Appears on faction's options but conflicts with required meme&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;** Individualist OR Collectivist must be chosen&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
Additionally, Supremacist and Raider have -50 with everyone, Loyalist -10 with everyone, and Guilty +10 with everyone. There is a +10 bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give +10 for Flesh purity/Flesh purity, +10 for Cannibal/Cannibal, and +10 for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| +10 || -10 || || || -10 || || || || -10 || -10 || || || || || -10&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| -10 || +10 || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || +10 || -20 || || || -20 || +10 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || -20 || +10 || || -30 || || +10 || || || || || || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| -10 || || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || -30 || || +10 || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || -20 || || || || +10 || -30 || || || +10 || -30 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || +10 || +10 || || || -30 || +10 || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| -10 || || || || || || || || +10 || -30 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| -10 || || || || || || || || -30 || +10 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || +10 || -10 || || || +10 || -10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || -30 || || || || -10 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || +10 || || +10&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || +10 ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| -10 || || || +10 || || || || || || || || || +10 || || +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
=== Present in every ideoligion ===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Blindness&amp;lt;br/&amp;gt;[[File:Blindness.png|64px]]&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +10 Opinion bonus towards blind pawns, or a -2 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Cannibalism&amp;lt;br/&amp;gt;[[File:Cannibalism.png|64px]]&lt;br /&gt;
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || -20 mood for eating human meat&amp;lt;br/&amp;gt;-12 mood for butchering a human&amp;lt;br/&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-20 opinion for butchering a human&amp;lt;br/&amp;gt;-10 opinion for eating human meat&amp;lt;br/&amp;gt;-2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating human flesh is a horrible thing to do. || || || -12 mood for eating human meat&amp;lt;br/&amp;gt;-6 mood for butchering a human&amp;lt;br/&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-10 opinion for butchering a human&amp;lt;br/&amp;gt;-5 opinion for eating human meat&amp;lt;br/&amp;gt;-2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || -5 mood for eating human meat&amp;lt;br/&amp;gt;-3 mood for butchering a human&amp;lt;br/&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-5 opinion for butchering a human&amp;lt;br/&amp;gt;-3 opinion for eating human meat&amp;lt;br/&amp;gt;-1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;+2 mood for eating human meat&amp;lt;br/&amp;gt;-2 mood for not eating human meat for ? days&amp;lt;br/&amp;gt;+1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-2 mood for eating food without human meat&amp;lt;br/&amp;gt;-3 opinion for eating food without human meat&amp;lt;br/&amp;gt;+4 mood for eating human meat&amp;lt;br/&amp;gt;-4 mood for not eating human meat for ? days&amp;lt;br/&amp;gt;+2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-4 mood for eating food without human meat&amp;lt;br/&amp;gt;-5 opinion for eating food without human meat&amp;lt;br/&amp;gt;+6 mood for eating human meat&amp;lt;br/&amp;gt;-8 mood for not eating human meat for ? days&amp;lt;br/&amp;gt;+2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Corpses&amp;lt;br/&amp;gt;[[File:Precept corpses.png|64px]]&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Diversity of thought&amp;lt;br/&amp;gt;[[File:IdeoDiversity.png|64px]]&lt;br /&gt;
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-25 opinion for different ideology&amp;lt;br/&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+5 mood for matching style surroundings&amp;lt;br/&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-15 opinion for different ideology&amp;lt;br/&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+4 mood for matching style surroundings&amp;lt;br/&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-5 opinion for different ideology&amp;lt;br/&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+3 mood for matching style surroundings&amp;lt;br/&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;+2 mood for matching style surroundings&amp;lt;br/&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Eating Nutrient Paste&amp;lt;br/&amp;gt;[[File:EatingNutrientPaste.png|64px]]&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}}{{Check Tag|Verify stacking|Does it stack, if yes change stack var as needed}} Note that this thought is nullified by the [[ascetic]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}}{{Check Tag|Verify stacking|Does it stack, if yes change stack var as needed}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Execution&amp;quot;&lt;br /&gt;
! rowspan=6 | Execution&amp;lt;br/&amp;gt;[[File:Execution.png|64px]]&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br/&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest&amp;lt;br/&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br/&amp;gt;-25 opinion for executing a prisoner&amp;lt;br/&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Cannibal|cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-15 opinion for executing a prisoner&amp;lt;br/&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|cannibal]] || || -15 mood for 6 days for killing or executing an innocent prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-30 opinion for executing an innocent prisoner&amp;lt;br/&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || +10 mood for 6 days for executing a guilty prisoner&amp;lt;br/&amp;gt;+3 mood for 6 days for a guilty prisoner executed&amp;lt;br/&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || +10 mood for 6 days for executing a prisoner&amp;lt;br/&amp;gt;+10 mood for killing a prisoner&amp;lt;br/&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br/&amp;gt;-3 mood for no executions for 30 days&amp;lt;br/&amp;gt;+15 opinion for executing a prisoner&amp;lt;br/&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fungus&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fungus&amp;lt;br/&amp;gt;[[File:Fungus.png|64px]]&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate fungus raw: -6&amp;lt;br/&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate fungus: +3&amp;lt;br/&amp;gt;Ate cooked fungus: +3&amp;lt;br/&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br/&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Insect Meat&amp;lt;br/&amp;gt;[[File:InsectMeat.png|64px]]&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat&amp;lt;br/&amp;gt;-3 mood for eating cooked insect meat&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marriage name&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; | Marriage Name&amp;lt;br/&amp;gt;[[File:MarriageName.png|64px]]&lt;br /&gt;
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
| Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
| Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Female clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Female Clothing&amp;lt;br/&amp;gt;[[File:Nudity Female.png|64px]]&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Male clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Male Clothing&amp;lt;br/&amp;gt;[[File:Nudity Male.png|64px]]&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Organ use&amp;quot;&lt;br /&gt;
! rowspan=4 | Organ use&amp;lt;br/&amp;gt;[[File:OrganUse.png|64px]]&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-30 mood for trading an organ&amp;lt;br/&amp;gt;-5 mood for organ traded in the colony&amp;lt;br/&amp;gt;-30 mood for installing an organ&amp;lt;br/&amp;gt;-4 mood for organ installed in the colony&amp;lt;br/&amp;gt;-30 opinion for harvesting an organ&amp;lt;br/&amp;gt;-30 opinion for trading an organ&amp;lt;br/&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-8 mood for selling an organ&amp;lt;br/&amp;gt;-2 mood for organ sold in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&amp;lt;br/&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Physical love&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Physical Love&amp;lt;br/&amp;gt;[[File:PhysicalLove.png|64px]]&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br/&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot;| Research&amp;lt;br/&amp;gt;[[File:Research.png|64px]]&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''&amp;lt;br/&amp;gt;Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.50}}&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.75}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: '''×1.00'''&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.50}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Scarification&amp;lt;br/&amp;gt;[[File:Scarification.png|64px]]&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br/&amp;gt;+3 mood for having 5 scars&amp;lt;br/&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br/&amp;gt;+10 opinion for having 5 scars&amp;lt;br/&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br/&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br/&amp;gt;+2 mood for having 3 scars&amp;lt;br/&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br/&amp;gt;+5 opinion for having 3 scars&amp;lt;br/&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br/&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br/&amp;gt;+1 mood for having a scar&amp;lt;br/&amp;gt;-1 mood for having no scars&amp;lt;br/&amp;gt;+3 opinion for having a scar&amp;lt;br/&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Skullspike&amp;lt;br/&amp;gt;[[File:Precept skullspike.png|64px]]&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 skullspikes, {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of {{--|1}} for 1-3 skullspikes, {{--|2}} for 4-8 skullspikes, and {{--|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Slavery&amp;lt;br/&amp;gt;[[File:Slavery.png|64px]]&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Prohibitions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not sell pawns into [[slavery]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not enslave [[prisoners]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We solve{{sic}} someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's wrong.|label=slaves in colony|value=-2}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I'm not sure I can forgive myself.|label=sold slave|value=-10|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I forced someone into slavery. How can I justify that?|label=enslaved prisoner|value=-10|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. What a horrible thing to do.|label=slave sold|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. What a horrible thing to do to another human.|label=prisoner enslaved|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I enslaved a person. It's hard to justify such actions.|label=enslaved prisoner|value=-5|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold a person into slavery. We shouldn't have done that.|label=slave sold|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. We shouldn't have done that.|label=prisoner enslaved|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ''No mood or opinion effects for enslaving, buying, or selling slaves.''&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|guilty]]&amp;lt;br/&amp;gt;Not [[#Individualist|individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We've got slaves. It means we're on the right path.|label=slaves in colony|value=+1}}, per [[slave]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without slaves, nobody will respect us.|label=no slaves in colony|value=-2|stack=1}}, if Low [[expectations]] or higher&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold someone into slavery. It'll make people notice my stature.|label=sold slave|value=+4|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I took someone into slavery. With no choice, they had to submit to me.|label=enslaved prisoner|value=+4|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery! A great display of our honor and power.|label=slave sold|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} opinion for enslaving a pawn&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Women's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Women's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountFemale.png|64px]]&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Men's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Men's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountMale.png|64px]]&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slaughtering animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&amp;lt;br/&amp;gt;[[File:AnimalSlaughter.png|64px]]&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:'''&amp;lt;br/&amp;gt;Slaughter animal&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Someone slaughtered an animal: -4&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: -10&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br/&amp;gt;Slaughtered animal: -15&amp;lt;br/&amp;gt;Someone slaughtered an animal: -2&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: -5&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]] || '''Mood:'''&amp;lt;br/&amp;gt;Slaughtered animal: -5&amp;lt;br/&amp;gt;Someone slaughtered an animal: -1&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Apostasy&amp;lt;br/&amp;gt;[[File:Apostasy.png|64px]]&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;Changed ideoligion: -30&amp;lt;br/&amp;gt;Apostate: -10&amp;lt;br/&amp;gt;[[Global certainty loss factor]]: x40%&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;Changed ideoligion: -15&amp;lt;br/&amp;gt;Apostate: -5&amp;lt;br/&amp;gt;[[Global certainty loss factor]]: x60%&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;Changed ideoligion: -8&amp;lt;br/&amp;gt;Apostate: -3&amp;lt;br/&amp;gt;[[Global certainty loss factor]]: x80%&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&amp;lt;br/&amp;gt;[[File:AutonomousWeapons.png|64px]]&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br/&amp;gt;Colonists gain Mood: Automated Turret in Colony: -12&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -8&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: Automated Turret in Colony: -4&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Body modification&amp;lt;br/&amp;gt;[[File:BodyModifications.png|64px]]&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || Colonists gain a -30 mood penalty for a prosthetic, or -18 for an artificial part. They also have a -80 opinion malus towards any pawn with a prosthetic or artificial part. These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || As Abhorrent, but mood penalties are reduced to -5 and -4 respectively. Opinion maluses are reduced to -10. These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || +1/+1/+2/+2/+3 mood for 1/2/3/4/5+ artificial parts (bonus disabled for Body Modder)&amp;lt;br/&amp;gt;-3 mood for zero artificial parts if expectations ≥ Moderate (penalty disabled for Body Purist)&amp;lt;br/&amp;gt;-3 opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
! rowspan=3| Charity&amp;lt;br/&amp;gt;[[File:Charity.png|64px]]&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -8 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;-12 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+4 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -4 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;-8 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+2 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -2 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;-6 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+1 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
! rowspan=4| Drug use&amp;lt;br/&amp;gt;[[File:DrugUse.png|64px]]&lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|high life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a [[drug]]&amp;lt;br/&amp;gt;{{--|15}} mood for 3 days for administering a drug&amp;lt;br/&amp;gt;-3 opinion for 5 days for using a drug&amp;lt;br/&amp;gt;-3 opinion for 5 days for administering a drug&amp;lt;br/&amp;gt;Pawns are unwilling to take drugs&amp;lt;br/&amp;gt;Pawns are unwilling to administer drugs&lt;br /&gt;
|-&lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a recreational (Non-[[Medical drugs|Medical]]) drug&amp;lt;br/&amp;gt;{{--|15}} mood for 3 days for administering a recreational drug&amp;lt;br/&amp;gt;-5 opinion for 5 days for using a recreational drug&amp;lt;br/&amp;gt;-5 opinion for 5 days for administering a recreational drug&amp;lt;br/&amp;gt;Pawns are unwilling to take recreational drugs&amp;lt;br/&amp;gt;Pawns are unwilling to administer recreational drugs&lt;br /&gt;
|-&lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|high life]] || [[#Collectivist|Collectivist]] || {{--|15}} mood for 3 days for using a [[hard drug]]&amp;lt;br/&amp;gt;{{--|15}} mood for 3 days for administering a hard drug&amp;lt;br/&amp;gt;-8 opinion for 5 days for using a hard drug&amp;lt;br/&amp;gt;-8 opinion for 5 days for administering a hard drug&amp;lt;br/&amp;gt;Pawns are unwilling to take hard drugs&amp;lt;br/&amp;gt;Pawns are unwilling to administer hard drugs&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]] || x1.5 drug plant harvest yield&amp;lt;br/&amp;gt;x1.5 [[drug synthesis speed]]&amp;lt;br/&amp;gt;+10% drug sell price&amp;lt;br/&amp;gt;{{+|3}} mood for having taken a drug{{Check Tag|Recreational only?|Does taking a medical drug like penox or luci count to prevent this penalty?}} within 0.75 days&amp;lt;br/&amp;gt;Linearly increasing mood penalty for not having taken drugs recently, starting at {{--|1}} after 2 days, up to {{--|10}} mood after 11 days.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
! Combat in darkness&amp;lt;br/&amp;gt;[[File:DarknessCombat.png|64px]]&lt;br /&gt;
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || [[Weapons#Accuracy|Ranged chance to hit]] {{+|25%}} in the dark, {{--|20%}} in the light&amp;lt;br/&amp;gt;[[Melee hit chance]] {{+|10%}} in the dark, {{--|10%}} in the light&amp;lt;br/&amp;gt;[[Melee dodge chance]] {{+|10%}} in the dark, {{--|10%}} in the light&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
! rowspan=3 | Cutting trees&amp;lt;br/&amp;gt;[[File:Precept tree cutting.png|64px]]&lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;Pawns will not cut trees&amp;lt;br/&amp;gt;-4 mood for 3 days for a tree cut&amp;lt;br/&amp;gt;-4 mood for 3 days for an uprooted tree dying&amp;lt;br/&amp;gt;-10 opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;-10 mood for 3 days for cutting a tree&amp;lt;br/&amp;gt;-2 mood for 3 days for a tree cut&amp;lt;br/&amp;gt;-2 mood for 3 days for an uprooted tree dying&amp;lt;br/&amp;gt;-5 opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;-5 mood for 3 days for cutting a tree&amp;lt;br/&amp;gt;-1 mood for 3 days for a tree cut&amp;lt;br/&amp;gt;-1 mood for 3 days for an uprooted tree dying&amp;lt;br/&amp;gt;-3 opinion for cutting a tree&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&amp;lt;br/&amp;gt;[[File:KillingInnocentAnimals.png|64px]]&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;Pawns will not attack innocent animals&amp;lt;br/&amp;gt;-4 mood for 6 days if innocent animal is killed&amp;lt;br/&amp;gt;-15 opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;-15 mood for killing an innocent animal&amp;lt;br/&amp;gt;-2 mood for 6 days if innocent animal is killed&amp;lt;br/&amp;gt;-10 opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;-5 mood for killing an innocent animal&amp;lt;br/&amp;gt;-1 mood for 6 days if innocent animal is killed&amp;lt;br/&amp;gt;-5 opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
! Lighting&amp;lt;br/&amp;gt;[[File:Lighting.png|64px]]&lt;br /&gt;
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || +4 mood with Darklight&amp;lt;br/&amp;gt;-4 mood in dim light&amp;lt;br/&amp;gt;-8 mood in bright light.&amp;lt;br/&amp;gt;No modifier for Darkness.&amp;lt;br/&amp;gt;Surgery penalty without Darklight.&amp;lt;br/&amp;gt;Disables low-[[light]] [[move speed]] penalties&amp;lt;br/&amp;gt;Disables low-[[light]] [[global work speed]] penalties&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
! rowspan=6 | Meat eating&amp;lt;br/&amp;gt;[[File:MeatEating.png|64px]]&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;-24 mood for 1 day for eating meat&amp;lt;br/&amp;gt;-15 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;-12 mood for 1 day for eating meat&amp;lt;br/&amp;gt;-10 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;-4 mood for 1 day for eating meat&amp;lt;br/&amp;gt;-5 opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;-4 mood for 1 day for eating food without meat&amp;lt;br/&amp;gt;-5 opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;-10 mood for 1 day for eating food without meat&amp;lt;br/&amp;gt;-10 opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;-16 mood for 1 day for eating food without meat&amp;lt;br/&amp;gt;-15 opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! rowspan=3 | Mining&amp;lt;br/&amp;gt;[[File:Mining.png|64px]]&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;Pawns will not mine&amp;lt;br/&amp;gt;-40 mood for 2 days for destroying a natural wall&amp;lt;br/&amp;gt;-4 mood for 2 days for a block mined a colony&amp;lt;br/&amp;gt;-15 opinion for mining a block&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;-20 mood for 2 days for mining a block&amp;lt;br/&amp;gt;-20 mood for 2 days for destroying a natural wall&amp;lt;br/&amp;gt;-2 mood for 2 days for a natural wall destroyed a colony&amp;lt;br/&amp;gt;-10 opinion for destroying a natural wall&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;-3 mood for 2 days for mining a block&amp;lt;br/&amp;gt;-3 mood for 2 days for destroying a natural wall&amp;lt;br/&amp;gt;-1 mood for 2 days for a natural wall destroyed a colony&amp;lt;br/&amp;gt;-5 opinion for destroying a natural wall&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
! rowspan=2 | Raiding&amp;lt;br/&amp;gt;[[File:Raiding.png|64px]]&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|3}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|6}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|6}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Global work speed]] {{--|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|6}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|12}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|12}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Global work speed]] {{--|16%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
! Trees&amp;lt;br/&amp;gt;[[File:Trees.png|64px]]&lt;br /&gt;
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree connection|Tree Connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br/&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Growth vats{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:GrowthVats.png|64px]]&lt;br /&gt;
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''&amp;lt;br/&amp;gt;Build growth vat&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Growth vat in colony: {{--|3}}&amp;lt;br/&amp;gt;My child in a growth vat: {{--|8}}. Nullifying trait: [[Psychopath]]. Stack Limit: 3&amp;lt;br/&amp;gt;Child not in growth vat: {{+|1}}. Stack Limit: 3&lt;br /&gt;
|-&lt;br /&gt;
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;Natural pregnancy: {{--|5}}. Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;Child not in growth vat: {{--|2}}. Stack Limit: 3. Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;Growth vat occupant speed: {{Good|x130%}}&amp;lt;br/&amp;gt;(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Bloodfeeders{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeders.png|64px]]&lt;br /&gt;
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Let them worship me. Feeding upon them places them below me, as animals are below humans.|label=revered bloodfeeder|value=+4|stack=1}} for being a bloodfeeder.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeders|value=-2|stack=1}} (Colony wide) for having no bloodfeeders in the colony.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeder master|value=-1|stack=1}} (Colony wide) for having bloodfeeders in the colony, but not as the [[#Leaders|leader]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The bloodfeeder's presence is a great honor. May they live forever.|label=bloodfeeder master|value=+2|stack=1}} (Colony wide) for having A bloodfeeder as the [[#Leaders|leader]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=fed on by &amp;lt;NAME&amp;gt;|value=-5|stack=1|duration=5}}{{Check Tag|Stacking?|Check if it stacks, change stack var as appropriate}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} for being a Bloodfeeder&lt;br /&gt;
|-&lt;br /&gt;
| Reviled || Anyone who drinks blood to survive is a monster. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|40}} for being a Bloodfeeder&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Child labor&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Child labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:ChildLabor.png|64px]]&lt;br /&gt;
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''&amp;lt;br/&amp;gt;Child assigned recreation: {{--|3}}. Adults only.&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Global Work Speed]]: {{+|20%}}. [[Children]] only&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Childhood is sacred. We should let kids be kids. || || [[#Individualist|Individualist]] || '''Mood:'''&amp;lt;br/&amp;gt;Child assigned work: {{--|3}}. Adults only.&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;Learning Rate Factor: {{+|20%}}. [[Children]] only&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mechanoid labor&amp;quot;&lt;br /&gt;
! Mechanoid labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:MechanoidLabor.png|64px]]&lt;br /&gt;
| Enhanced || Why should we work when we have machines? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Global Work Speed]]: {{--|8%}}.&amp;lt;br/&amp;gt;Mechanoid [[Global Work Speed]]: {{+|20%}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meme-specific ===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
! Age reversal&amp;lt;br/&amp;gt;[[File:AgeReversal.png|64px]]&lt;br /&gt;
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || -4/-7/-10 mood if pawn over biological age of 25 didn't have age reversal in the last year and expectations are at least high&amp;lt;br/&amp;gt;+3 mood for 4 days after age reversal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
! Animal connection&amp;lt;br/&amp;gt;[[File:Precept animal connection.png|64px]]&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biosculpting&amp;lt;br/&amp;gt;[[File:Precept biosculpting.png|64px]]&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|-&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blind psysense&amp;quot;&lt;br /&gt;
! Blind psysense&amp;lt;br/&amp;gt;[[File:BlindPsysense.png|64px]]&lt;br /&gt;
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
! Bonding&amp;lt;br/&amp;gt;[[File:Bonding.png|64px]]&lt;br /&gt;
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animals#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort&amp;lt;br/&amp;gt;[[File:Comfort.png|64px]]&lt;br /&gt;
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
! Eclipse&amp;lt;br/&amp;gt;[[File:Precept Eclipse.png|64px]]&lt;br /&gt;
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br/&amp;gt;''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gauranlen connection&amp;quot;&lt;br /&gt;
! Gauranlen connection&amp;lt;br/&amp;gt;[[File:GauranlenConnection.png|64px]]&lt;br /&gt;
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-0|stack=1}}, at Very Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-1|stack=1}}, at Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-2|stack=1}}, at Moderate [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Pruning speed]]: {{+|25%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield&amp;lt;br/&amp;gt;[[File:MiningYield.png|64px]]&lt;br /&gt;
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Mining yield]]: {{+|10%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharge&amp;quot;&lt;br /&gt;
! Neural supercharge&amp;lt;br/&amp;gt;[[File:NeuralSupercharger.png|64px]]&lt;br /&gt;
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pain&amp;quot;&lt;br /&gt;
! Pain&amp;lt;br/&amp;gt;[[File:Pain.png|64px]]&lt;br /&gt;
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain cleanses me. I like it.|label=serious pain|value=+5|stack=1}}, [[pain]] between 15% and 39% inclusive. Replaces default {{--|10}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain purifies me. I need it!|label=intense pain|value=+7|stack=1}}, [[pain]] between 40% and 79% inclusive. Replaces default {{--|15}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain makes me sublime! I wish to become it!|label=mind-shattering pain|value=+9|stack=1}}, [[pain]] of 80%+. Replaces default {{--|20}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Note:''' These thoughts are replaced by the [[Masochist]] specific thoughts for pawns with that trait, and with the default values for [[Wimp]]s.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proselytizing&amp;quot;&lt;br /&gt;
! rowspan=3 | Proselytizing&amp;lt;br/&amp;gt;[[File:Proselytizing.png|64px]]&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×300'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×500'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×700'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ranching&amp;quot;&lt;br /&gt;
! Ranching&amp;lt;br/&amp;gt;[[File:Ranching.png|64px]]&lt;br /&gt;
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Plant Work Speed]]: {{Bad|x70%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Tame Animal Chance]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Gather Yield]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Butchery Efficiency]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Skills#Animals|Animals]] Learning Factor: {{Good|x200%}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Animal Products Price Improvement: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher.{{Check Tag|Which plants?}}{{Check Tag|Sow only?|Can you harvest plants without issue?}} Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rough living&amp;quot;&lt;br /&gt;
! Rough living&amp;lt;br/&amp;gt;[[File:RoughLiving.png|64px]]&lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies:&lt;br /&gt;
* &amp;quot;Ate without table -3&amp;quot;&lt;br /&gt;
* &amp;quot;Slept outside -4&amp;quot;&lt;br /&gt;
* &amp;quot;Slept on ground -4&amp;quot;&lt;br /&gt;
* &amp;quot;Soaking wet -3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
! Slab bed&amp;lt;br/&amp;gt;[[File:Precept Slab Bed.png|64px]]&lt;br /&gt;
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
! Sleep accelerator&amp;lt;br/&amp;gt;[[File:Precept sleep accelerator.png|64px]]&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Small spaces&amp;quot;&lt;br /&gt;
! Small spaces&amp;lt;br/&amp;gt;[[File:SmallSpaces.png|64px]]&lt;br /&gt;
| Don't care || There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] || Disables negative thoughts about small spaces. Positive thoughts about spacious areas are unaffected.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
! Temperature&amp;lt;br/&amp;gt;[[File:Precept temperature.png|64px]]&lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Nullifies:&lt;br /&gt;
* &amp;quot;Slept in the cold -4&amp;quot;&lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot;&lt;br /&gt;
Note: It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work drive&amp;lt;br/&amp;gt;[[File:Precept work drive.png|64px]]&lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{{Move|destination=Roles|reason=Keep table as it is, link from here to separate page for proper analysis and summary like [[Persona weapon]]. See talk page to discuss &amp;amp; leave opinion}}&lt;br /&gt;
{{Stub|section=1|reason=Needs mechanical detail beyond just what the stats are and the tables cover. Inc but not limited to: Minimum age or lack thereof}}&lt;br /&gt;
&lt;br /&gt;
=== General info ===&lt;br /&gt;
'''Note:''' When creating an ideoligion a randomly generated or player specified name is given to the role. For clarity, the wiki uses the generic names of the roles instead as the generated names will not be consistent across playthroughs. Where there are explicit references to the role name, such as in moodlets, the fact that the non-generic name is used will be noted, such as with &amp;quot;&amp;lt;Role Name&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
&lt;br /&gt;
* Pawns can only hold one role at a time.&lt;br /&gt;
* All roles lose [[#Certainty|Certainty]] at 50% the normal rate.&lt;br /&gt;
* Roles can have assigned equipment that they will demand when they have the role - Leaders and Moral Guides will get a permanent {{--|4}} &amp;quot;''Want &amp;lt;Role Name&amp;gt; apparel''&amp;quot; mood debuff without it. Due to a bug, none of the specialist roles will have the mood debuff happen. Only New Tribe colonies can select the [[war mask]] and [[tribal headdress]] as apparel options, while only New Arrivals colonies can select the [[slicecap]] and [[beret]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Removing a role from a pawn causes a {{--|15}} &amp;quot;''Lost &amp;lt;Role Name&amp;gt; role''&amp;quot; moodlet for 10 days.{{Check Tag|Detail Needed|Does this happen when changing roles and if so, in all instances of role chances. Spec to Spec, Spec to leader, spec to Moral guide, etc.}} This does not happen when changing from a moral guide to leader.&lt;br /&gt;
&lt;br /&gt;
When at least 3 colonists have the same ideoligion, its moral guide role activates. [[Slave]]s, [[prisoners]] and quest lodgers do not count toward this three pawn requirement. Activation allows the moral guide role to be assigned, but pawns with that ideology receive {{--|5}} &amp;quot;''No &amp;lt;Role Name&amp;gt;''&amp;quot; when the role is unfilled. This requirement persists, even if follower count diminishes, until there's only 1 pawn of that ideoligion left. There is a short grace period when starting the game before the [[mood]]let is applied.&lt;br /&gt;
&lt;br /&gt;
The leader and moral guide roles are mandatory and cannot be removed, and are each limited to only one bearer of the role. You can have 1 leader across all your colonists, even of different ideoligions. You can have 1 moral guide per ideoligion in your colony, so long as the role is activated.&lt;br /&gt;
&lt;br /&gt;
Between zero and two specialist types may be selected, but any number of pawns can be assigned that role. I.e. you cannot have a shooting specialist, an animals specialist, and a medical specialist, but you can have 20 pawns assigned be shooting specialists. Limits are per ideoligion only - multiple ideoligions in a single colony can allow more access to specialist types.&lt;br /&gt;
&lt;br /&gt;
=== Leader ===&lt;br /&gt;
{{Stub|section=1|reason=General, but also &amp;quot;Leader Resentment&amp;quot; thoughts in Thoughts_IdeoRole.xml}}&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{Ticks|600000}} or 10 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Leaders receive a flat +2% to [[Trade Price Improvement]] when they act as [[trade]]rs.&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]]&lt;br /&gt;
&lt;br /&gt;
Leaders have [[expectations]] that are two levels higher than normal. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Leader speech&amp;quot;&lt;br /&gt;
! Leader Speech&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|64px]]&lt;br /&gt;
| A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
|- id=&amp;quot;Work drive ability&amp;quot;&lt;br /&gt;
! Work Drive&amp;lt;br/&amp;gt;[[File:WorkDrive.png|64px]]&lt;br /&gt;
| Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50%&lt;br /&gt;
|- id=&amp;quot;Combat command&amp;quot;&lt;br /&gt;
! Combat Command&amp;lt;br/&amp;gt;[[File:CombatCommand.png|64px]]&lt;br /&gt;
| Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
|- id=&amp;quot;Trial&amp;quot;&lt;br /&gt;
! Trial&amp;lt;br/&amp;gt;[[File:Trial.png|64px]]&lt;br /&gt;
| A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Moral guide ===&lt;br /&gt;
{{Stub|section=1|reason=Ability details}}&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers. Moral guides get a 2x multiplier to the efficacy of their [[#Conversion|Conversion]] attempts.&lt;br /&gt;
&lt;br /&gt;
Unlike Leaders, Moral Guides are '''not''' restricted to any Supreme gender selected.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Moral Guide abilities share a cooldown of {{Ticks|180000}} or 3 in-game [[Time|days]].&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
Moral guides have [[expectations]] that are two levels higher than normal. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Convert&amp;quot;&lt;br /&gt;
! Convert&amp;lt;br/&amp;gt;[[File:Convert.png|64px]]&lt;br /&gt;
| Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || ?&lt;br /&gt;
|- id=&amp;quot;Counsel&amp;quot;&lt;br /&gt;
! Counsel&amp;lt;br/&amp;gt;[[File:Counsel.png|64px]]&lt;br /&gt;
| Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|- id=&amp;quot;Reassure&amp;quot;&lt;br /&gt;
! Reassure&amp;lt;br/&amp;gt;[[File:Reassure.png|64px]]&lt;br /&gt;
| Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|- id=&amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
! Conversion Ritual&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|64px]]&lt;br /&gt;
| Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || ?&lt;br /&gt;
|- id=&amp;quot;Preach health&amp;quot;&lt;br /&gt;
! Preach Health&amp;lt;br/&amp;gt;[[File:PreachHealth.png|64px]]&lt;br /&gt;
| Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] {{+|25%}}&lt;br /&gt;
* [[Injury Healing Factor]] {{+|25%}}&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
Can only be used on pawns with the same Ideoligion as the Moral Guide themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !! Disabled Work Types !! Ability !! Ability Description !! Ability Effect&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! Shooting Specialist&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png]]&lt;br /&gt;
| A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Shooting&lt;br /&gt;
** Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
! Marksman Command&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|64px]]&lt;br /&gt;
| Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. Cooldown of 3 days. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! Animals Specialist&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png]]&lt;br /&gt;
| A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
* [[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
! Animal Calm&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|64px]]&lt;br /&gt;
| Use unique methods of connecting with animals to calm a maddened beast. ||&lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png]]&lt;br /&gt;
| A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medical|Medical skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
! Immunity Drive&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|64px]]&lt;br /&gt;
| Offer moral support that energizes the body, boosting someone's immunity gain for one day. || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png]]&lt;br /&gt;
| A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and ability to the boost melee abilities for nearby allies. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] {{+|7}}&lt;br /&gt;
* [[Melee Dodge Chance]] {{+|7}}&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
! Berserk Trance&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|64px]]&lt;br /&gt;
| The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]]&lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: 1.5s&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{Ticks|7500}} or until [[Downed]]&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! Mining Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMining.png]]&lt;br /&gt;
| A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
! Mining Command&amp;lt;br/&amp;gt;[[File:MiningCommand.png|64px]]&lt;br /&gt;
| Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! Plants Specialist&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png]]&lt;br /&gt;
| A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#High life|High life]]&lt;br /&gt;
* [[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
* [[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
! Farming Command&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|64px]]&lt;br /&gt;
| Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! Production Specialist&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png]]&lt;br /&gt;
| A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] ≥ 6 OR [[Skills#Crafting|Crafting skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Construction OR&lt;br /&gt;
** Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50&lt;br /&gt;
* [[Quality]] +1 level{{Ref label|Quality|1}}&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
! Production Command&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|64px]]&lt;br /&gt;
| Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! Research Specialist&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png]]&lt;br /&gt;
| A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intellectual|Intellectual skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
! Research Command&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|64px]]&lt;br /&gt;
| Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks|60,000}} or 1 in-game [[Time|day]]&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Quality|1}} This affects the quality of every item the pawn creates, including [[sculptures|Art]], despite the tooltip only listing Crafting and Construction.&lt;br /&gt;
:{{note|SpecialistCommandEffectOnCaster|2}} The caster won't benefit from their own ability, but will benefit from the same ability from a different caster. Doesn't stack.&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
{{Stub|section=1|reason=Better summary with some specifics but leave predominately as link to the main page}}&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Relics are objects revered by your ideoligion. To obtain them you need to go through a series of quests. If you take control of them, they give various boni to your colony. When placed in a [[Reliquary]], pilgrims of your Ideoreligion will visit your colony to pay reverence to the relic.&lt;br /&gt;
Mood penalty for lost or destroyed&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
{{Stub|section=1|reason=Missing significant detail, options etc.}}&lt;br /&gt;
Ideoligions can add special statue-like buildings that will be required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings must be placed in a room of at least 25 area, and must not contain beds or workstations. The larger building will also require 4 columns to be in the room. Both buildings may be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet.&lt;br /&gt;
&lt;br /&gt;
== Weapon preferences ==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
| Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
| Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
| Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel preferences ==&lt;br /&gt;
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}&lt;br /&gt;
Some kinds{{Check Tag|Detail needed|Needs a list of what kinds can and cannot be preferred}} of [[apparel]] can be set as preferred. The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds{{Check Tag|Cap?|What's the limit?}} of apparel can be chosen.&lt;br /&gt;
&lt;br /&gt;
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.&lt;br /&gt;
&lt;br /&gt;
Pawns that have desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.&lt;br /&gt;
&lt;br /&gt;
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.{{Check Tag|Children?|Confirm when children gain a favorite color}} Apparel can be dyed at the [[styling station]] for one [[dye]] per piece of apparel. Note that unlike with preferred apparel, outside of the [[Man in Black]] event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.&lt;br /&gt;
&lt;br /&gt;
== Xenotype preferences ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Stub|section=1|reason= Needs proper write up. Test if specific to Sanguophage or the implanter gene.}}&lt;br /&gt;
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that all other xenotypes are considered disliked and believers will be unhappy living alongside them.&lt;br /&gt;
&lt;br /&gt;
Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.&lt;br /&gt;
&lt;br /&gt;
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. If [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.{{Check Tag|Fail?|Will not offer that as a reward? Will generate as a reward but not give it? Will not generate the quest? Will not generate the option that would be to receive the xenogerm? Will replace it with something else?}}&lt;br /&gt;
&lt;br /&gt;
Opinion:&lt;br /&gt;
* Preferred xenotype: {{+|10}}&lt;br /&gt;
* Disliked xenotype: {{--|30}}&lt;br /&gt;
&lt;br /&gt;
Mood:&lt;br /&gt;
* All preferred xenotype: {{+|2}}&lt;br /&gt;
* Some disliked xenotypes: {{--|2}}&lt;br /&gt;
* Many disliked xenotypes: {{--|3}}&lt;br /&gt;
* Tons of disliked xenotypes: {{--|4}}&lt;br /&gt;
* I am disliked xenotype&amp;lt;: {{--|6}}&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
{{Stub|section=1|reason=General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size}}&lt;br /&gt;
{{Quote|This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.|Description}}&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned pawns of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a -??{{Check Tag|Value?}} mood penalty until they do so. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns. Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] -&lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept. Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept. Fix: High life meme ideos generate with a warning about conflicting apparel.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed. Fix: There are some duplicate ideoligion icons. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.&lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood. Fix: Classic mode ideoligions don't start with some classic precepts. Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme &amp;quot;Flesh Purity&amp;quot; no longer forces the anti-biosculpting precept.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Berserker trance makes pawn guilty even though they cannot attack allies. Fix: High Life harvest yield for Drug Use: Essential precept doesn't work.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added preferred xenotypes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set. Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description. Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pikeman&amp;diff=146043</id>
		<title>Pikeman</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pikeman&amp;diff=146043"/>
		<updated>2024-05-26T05:21:31Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Combat */ grammar tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|none|&lt;br /&gt;
| name = Pikeman&lt;br /&gt;
| image = MechanoidPikeman.png|Pikeman&lt;br /&gt;
| description = A clunky multi-legged combat mechanoid specialized as a long-range weapons platform. While effective at distance, it is weak in close-range fights and in melee combat.&amp;lt;br&amp;gt;Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| combatPower = 110&lt;br /&gt;
| movespeed = 2.5&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 2&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.85&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left leg&lt;br /&gt;
| attack2dmg = 12&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right leg&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| weaponTags = MechanoidGunLongRange&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 2&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Pikemen''' are a type of slow-moving, long range [[mechanoid]]. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason = General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.}}&lt;br /&gt;
Raids = Yes. When?&lt;br /&gt;
&lt;br /&gt;
Ancient shrines = Yes &lt;br /&gt;
&lt;br /&gt;
Clusters = Yes&lt;br /&gt;
&lt;br /&gt;
Diabolus summons = Waves 2, 3, 6&lt;br /&gt;
&lt;br /&gt;
War queen summons = Waves 1, 3, 5 &lt;br /&gt;
&lt;br /&gt;
Apocriton summons = No. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Pikemen can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect medium mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||50}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead pikemen may be shredded at a [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the pikeman.&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
Pikemen will slowly move until they are at range, in which they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters. Pikemen have moderate resistance to sharp damage and very small resistance to blunt damage, making them trivial to disable if one can get close enough to them.&lt;br /&gt;
&lt;br /&gt;
Mechanoids can raid the player's base through [[events]], and are found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. Pikemen are often supported by [[centipede]]s, [[scyther]]s, and [[lancer]]s, though their speed and range difference often leaves them at the back of the formation.  &lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Pikemen are always equipped with [[needle gun]]. It doesn't deal too much damage, but has an extremely long range, and better-than-average armor penetration. Like any other weapon, the needle gun has the possibility of getting a lucky shot to the head. They are also able to engage in (less effective) melee combat with colonists.&lt;br /&gt;
&lt;br /&gt;
Pikemen have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Mechs under player control require power: pikemen use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[large mech recharger]] (400W), for 50% power/day, creating 10 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
===As an enemy===&lt;br /&gt;
{{main|Defense tactics#Pikemen}}&lt;br /&gt;
Pikemen play a supportive role. While their damage output is atrocious, their range is massive, analogous to a [[sniper rifle]]. Thus, a pikeman serves a few functions:&lt;br /&gt;
*They make [[kiting]] a group of mechanoids, i.e. firing and backing away from them, more difficult. Kiting a lone centipede is easy, but kiting a centipede with a pikeman firing potshots is very difficult. &lt;br /&gt;
*They allow [[crashed ship part]]s and [[mech cluster]]s{{RoyaltyIcon}} to fire from far away.&lt;br /&gt;
*They have a small chance to instantly kill a pawn. If the needle gun hits the right body part (brain, heart) without protection, it can flat out kill. &lt;br /&gt;
In large groups, they are not to be underestimated, and don't expect basic [[mini-turret]]s to be able to hit them. &lt;br /&gt;
&lt;br /&gt;
As their description says, engaging pikemen at close range can be a viable way to take them down, though you'll have to deal with their comrades first. Their gun is weak, but their melee is even weaker.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Pikemen are quite weak. Enemy pikemen can be threats as they can headshot colonists, but a tiny chance to instakill a raider doesn't really matter. Thus, they aren't the best for combat. Once you've researched [[Research#High Mechtech|High Mechtech]], [[lancer]]s become a better option for general combat: they move much faster and have a much greater DPS.&lt;br /&gt;
&lt;br /&gt;
Therefore, the pikeman is a niche support unit, using its massive range to its advantage. While any pawn can boast the same range with a [[sniper rifle]], pikemen are safer to use. When fighting enemy snipers, a colonist risks getting their head lobbed off. Pikemen can easily be revived, so this is not a problem. Thus, pikemen can be used to lure sieges into attacking, pick off preparing raiders, or hunt animals. When using one, beware of their rather slow movement speed. For example, keep your fighting force ready and somewhere nearby when getting a siege to attack.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Note, that due to mechanoids having different body part structures, this table is only provided as a rough guide.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The line in the description, ''&amp;quot;Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it.&amp;quot;'' is copied almost verbatim from a previous version of the [[Lancer]]'s description, namely: ''&amp;quot;Veterans of mechanoid wars know that often, the safest thing to do against a lancer is to charge.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*Introduced in 1.1.&lt;br /&gt;
*[[Biotech DLC]] - Introduced ability to [[Mechanoid creation|create and control friendly mechanoids]], including pikemen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Organ_decay&amp;diff=145859</id>
		<title>Organ decay</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Organ_decay&amp;diff=145859"/>
		<updated>2024-05-18T17:27:33Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Stages */ fixed terminology; creepy joiner -&amp;gt; creepjoiner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TOCright}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;''Main article: [[organ decay]]''&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Organ decay''' is a rare, painful, and untreatable [[disease]] that causes increasingly reduced function in a particular organ, until destroying it completely. It is unknown what pathogen causes the illness.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Symptoms include [[pain]] and reduced part efficiency in the afflicted organ, as well as complications caused by the latter.&lt;br /&gt;
&lt;br /&gt;
The disease cannot be treated with bed rest or medicine. Instead, it must be replaced entirely, either with a natural organ or an artificial one.&lt;br /&gt;
&lt;br /&gt;
Organ decay will reach full saturation after 30 to 40 days. Accelerated organ decay, which appears on [[creepy joiner]]s{{AnomalyIcon}}, will take only 10 to 20 days to reach maximum saturation.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
====Minor====&lt;br /&gt;
*+5% Pain&lt;br /&gt;
*-10% Part efficiency&lt;br /&gt;
====Moderate====&lt;br /&gt;
*+10% Pain&lt;br /&gt;
*-25% Part efficiency&lt;br /&gt;
====Severe====&lt;br /&gt;
*+15% Pain&lt;br /&gt;
*-50% Part efficiency&lt;br /&gt;
====Extreme====&lt;br /&gt;
*+25% Pain&lt;br /&gt;
*-75% Part efficiency&lt;br /&gt;
*Complete loss of function at 1 severity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Progression==&lt;br /&gt;
===Stages===&lt;br /&gt;
If obtained by a disease event, it is detected immediately and starts at 0 severity. Severity increases over time, at a rate of 1.66% to 3.34% per day for normal organ decay, and at a rate of 5% to 10% for the accelerated version.{{AnomalyIcon}}&lt;br /&gt;
Organ decay can appear as a downside on [[creepjoiner]]s or [[Corrupted obelisk|duplicates]]{{AnomalyIcon}}, although it initially stays undiagnosed. After diagnosis, it starts at 0.02% to 15% severity.&lt;br /&gt;
*Minor - Severity: 0 - 0.199&lt;br /&gt;
*Moderate - Severity: 0.2 - 0.399&lt;br /&gt;
*Severe - Severity: 0.4 - 0.599&lt;br /&gt;
*Extreme - Severity: 0.6 - 0.999&lt;br /&gt;
*Loss of function - Severity: 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rest&amp;diff=145238</id>
		<title>Rest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rest&amp;diff=145238"/>
		<updated>2024-05-03T20:28:28Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Updating Creepy joiner -&amp;gt; Creepjoiner as per Talk on Creepjoiner page&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 [[Body mastery]]{{AnomalyIcon}} trait held by some [[Creepjoiner]]s.{{AnomalyIcon}} disables the rest need. &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>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=145237</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=145237"/>
		<updated>2024-05-03T20:28:11Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Updating Creepy joiner -&amp;gt; Creepjoiner as per Talk on Creepjoiner page&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;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{{Stub|reason=Creepjoiner traits, likely in their own section due to unique mechanics}}&lt;br /&gt;
{{Recode|reason= 1) Use of [[Template: Thought]] 2) add links to genes that force traits from the traits that they force - dealer's choice as to hoe thats implemented (e.g. new column vs wffect entry etc)}}&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=How traits work, when and how they're selected, how they work with genes, limits, etc}}&lt;br /&gt;
&lt;br /&gt;
== General traits ==&lt;br /&gt;
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both &amp;quot;ascetic&amp;quot;, wanting a minimal bedroom, ''and'' &amp;quot;jealous&amp;quot; of those with better bedrooms).&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle ===&lt;br /&gt;
One likes what one likes...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{--|10}} [[mood]] penalty if awake during day (11:00 - 18:00)&amp;lt;br/&amp;gt;{{+|16}} mood bonus if awake during night (23:00 - 06:00)&amp;lt;br/&amp;gt;{{Good|+}} ''':''' No mood penalty from being in the dark&lt;br /&gt;
| -&lt;br /&gt;
| 1.3&lt;br /&gt;
|- id=&amp;quot;Undergrounder&amp;quot;&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.&lt;br /&gt;
| {{Good|+}} ''':''' Mood not affected by Darkness&amp;lt;br/&amp;gt;{{Good|+}} ''':''' No [[Outdoors]] or Space [[need]]&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' Added [[Indoors (need)|Indoors]] need&amp;lt;br/&amp;gt;{{+|3}} mood when indoors / {{+|4}} when underground&amp;lt;br/&amp;gt;{{--|3}} mood when outdoors&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Nudist&amp;quot;&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| {{+|20}} mood bonus when naked&amp;lt;br/&amp;gt;{{--|3}} mood penalty for wearing any apparel, except headgear and [[utility]] items&lt;br /&gt;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{+|5}} [[mood]] bonus for being in a little [[pain]], replacing default {{--|5}} and {{+|3}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} mood bonus for being in medium pain, replacing default {{--|10}} and {{+|5}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|15}} mood bonus for being in severe pain, replacing default {{--|15}} and {{+|7}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} mood bonus for being in mind-shattering pain, replacing default {{--|20}} and {{+|9}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}. '''Note:''' Mind-shattering pain causes pain shock at the default [[pain shock threshold]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|3}} mood bonus for wearing a [[slave body strap]]{{IdeologyIcon}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} mood bonus for wearing a [[slave collar]]{{IdeologyIcon}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Negates all mood effects for both [[Ideoligion#Skullspike|Skullspike:Desired and Disapproved]]{{IdeologyIcon}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Negates the {{--|5}} mood penalty and -20 [[social|opinion]] malus for being fed on by a [[Bloodfeeder]]{{BiotechIcon}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| [[#Wimp|Wimp]]&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; id=&amp;quot;Body modder&amp;quot;&lt;br /&gt;
! Body modder&lt;br /&gt;
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] for having [[artificial body parts]] and [[xenogenes]]{{BiotechIcon}}&amp;lt;br/&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br/&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| 0.9&lt;br /&gt;
|- id=&amp;quot;Body purist&amp;quot;&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.&lt;br /&gt;
| {{--|10}} to {{--|35}} [[mood]] for having [[artificial body parts]] and [[xenogenes]]{{BiotechIcon}}&amp;lt;br/&amp;gt;{{--|8}} to {{--|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body modder|Body modder]]&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Gourmand&amp;quot;&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.&lt;br /&gt;
| {{++|50%}} hunger rate&amp;lt;br/&amp;gt;{{+|4}} [[Skills#Cooking|Cooking]] skill&amp;lt;br/&amp;gt;'''+/- :''' So long as there is &amp;gt;10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge &amp;lt;br/&amp;gt;{{Bad|−}} ''':''' Food binges randomly occur with an MTB of 50 days&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
{{Stub|section=1|reason=Pyromaniac &amp;quot;beautiful fire&amp;quot; mechanical details. Once found and collated, templatize a summary of the effect and add it [[fire]], [[torch lamp]]s, [[campfire]] and any other sources of the buff (potentially: [[Brazier]], [[Darklight brazier]], [[Blood torch]], [[Darktorch]], [[Fungus darktorch]])}}&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{+|5}} mood bonus for having an awful bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|5}} mood penalty for having a somewhat impressive or better bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Good|+}}''':''' No mood penalty for ate without table &amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; '''+/- :''' Mood not affected by quality of [[meal]], including [[raw food]], [[nutrient paste meal]]s, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|Gains}} the [[Psycasts#Minimal|Minimal]] meditation focus type {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|Loses}} the [[Psycasts#Artistic|Artistic]] meditation focus type, if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''×50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Greedy|Greedy]]&amp;lt;br/&amp;gt;[[#Gourmand|Gourmand]]&amp;lt;br/&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 0.7&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greedy&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.&lt;br /&gt;
| {{--|8}}/{{--|8}}/{{--|8}}/{{--|6}}/{{--|4}} [[mood]] penalty for not having a bedroom of [[Room stats#Levels of impressiveness|Slightly Impressive]] or better&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br/&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Room stats#Levels of impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| {{--|8}} [[mood]] penalty for not having the best bedroom.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br/&amp;gt;[[#Greedy|Greedy]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyromaniac&amp;quot;&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. S/He will never extinguish fires, and will occasionally go on random fire starting sprees. S/He will be happy around flames, and happier when wielding an incendiary weapon.&lt;br /&gt;
| {{+|2}} mood bonus for having an incendiary weapon equipped&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; {{+|8}} mood bonus for using an incendiary weapon on an enemy.{{Check Tag|Detail}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} Grants +2 mood per [[fire]] or lit buildings capable of having a 'fire overlay' ([[torch lamp]], [[campfire]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br/&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''−20%''' reduction in market value&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|Gains}} the [[Psycasts#Flame|Flame]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], or Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]] &amp;lt;br/&amp;gt; {{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin&amp;lt;br/&amp;gt;{{+|8}} mood bonus for witnessing a stranger's death&amp;lt;br/&amp;gt;{{+|13}} mood bonus for killing strangers&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' Four times as likely to start a social fight&amp;lt;br/&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Harvests an organ, Executes a prisoner, or {{BiotechIcon}}Kills a child&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners {{IdeologyIcon}} &amp;lt;br/&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| ''Requires pawn to be [[Incapable|capable of Violence]]''&lt;br /&gt;
| 0.8&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; {{BiotechIcon}}Ingesting hemogen packs; or {{IdeologyIcon}} Eating meat from [[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]&amp;lt;br/&amp;gt;{{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin&amp;lt;br/&amp;gt;{{+|15}} mood bonus after eating meal made with human flesh&amp;lt;br/&amp;gt;{{+|20}} mood bonus after eating raw human flesh&amp;lt;br/&amp;gt;All mood buffs stack&amp;lt;br/&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Eats meat ([[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]) {{IdeologyIcon}}&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
|- id=&amp;quot;Psychopath&amp;quot;&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend/innocent prisoner deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing [[human leather]] or [[dread leather]]{{AnomalyIcon}}; [[Child]]{{BiotechIcon}} killing, Being in a colony with sad youngsters, Having a sad/enslaved/sick/growth vat-interred child, Not having had enough play (as a baby); {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]], or Killing innocent animals from [[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]] &amp;lt;br/&amp;gt; {{Good|+}} ''':''' No opinion loss of someone who {{BiotechIcon}}Kills a child or {{IdeologyIcon}}Kills an innocent animal ([[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]]) &amp;lt;br/&amp;gt; {{Bad|−}} ''':''' No mood bonuses from: Being nuzzled, Being a bonded animal's master; {{BiotechIcon}}Being in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby) &amp;lt;br/&amp;gt; {{Bad|−}} ''':''' No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); {{BiotechIcon}}Teaching a child, or Taking a lesson (as a child) &amp;lt;br/&amp;gt; {{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals {{IdeologyIcon}} &amp;lt;br/&amp;gt; {{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&amp;lt;br/&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br/&amp;gt;{{Good|x10%}} [[Trap Spring Chance]]&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Skills#Melee|Melee]] skill&amp;lt;br/&amp;gt;{{--|10}} [[Skills#Shooting|Shooting]] skill&amp;lt;br/&amp;gt;{{+|4}} [[Melee Hit Chance]]&amp;lt;br/&amp;gt;{{--|10}} mood penalty for wielding a ranged weapon&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' Disallows [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&amp;lt;br/&amp;gt;'''+/- :''' Disallows Shoot Frenzy [[Inspiration]]&lt;br /&gt;
| [[#Trigger-happy|Trigger-happy]]&amp;lt;br/&amp;gt;[[#Careful shooter|Careful Shooter]]&lt;br /&gt;
&amp;lt;br/&amp;gt;[[#Wimp|Wimp]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tough&amp;quot;&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.&lt;br /&gt;
| {{Good|x50%}} damage taken&lt;br /&gt;
* Stacks multiplicatively with the [[Robust]] gene.{{BiotechIcon}}&lt;br /&gt;
| [[#Delicate|Delicate]]&lt;br /&gt;
| 1.1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wimp&amp;quot;&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;With the exception of [[Genies]], hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize her/him.&lt;br /&gt;
| {{--|50%}} [[Pain Shock Threshold]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''−15%''' [[market value]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Bad|−}} ''':''' Negates [[Pain]] mood buffs from [[Ideoligion#Pain|Pain:Idealized]],{{IdeologyIcon}} reverting them to the default values.&lt;br /&gt;
&lt;br /&gt;
| [[#Brawler|Brawler]]&amp;lt;br/&amp;gt;[[#Masochist|Masochist]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate {{BiotechIcon}}&lt;br /&gt;
| NAME has fragile skin and bones. She/He takes more damage than other people from the same blows.&lt;br /&gt;
| {{Bad|x115%}} damage taken&lt;br /&gt;
* Stacks multiplicatively with the [[Robust]] gene. Note that the [[Genes#Delicate|Delicate]] gene that can add this trait is incompatible with Robust. &lt;br /&gt;
| [[#Tough|Tough]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* and see also [[Trigger-happy]] and [[Careful shooter]], below.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
When your colonists are ''not'' fighting for their lives...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br/&amp;gt;{{++|12%}} [[Mental Break Threshold]]&amp;lt;br/&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Nerves|Nerves spectrum traits]]&amp;lt;br/&amp;gt;''Requires pawn be capable of [[Skills|Intellectual]]''&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br/&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Fast learner|Fast Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| {{Good|x50%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Perfect Memory&amp;quot;&lt;br /&gt;
! Perfect Memory{{AnomalyIcon}}&lt;br /&gt;
| NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay.&lt;br /&gt;
| {{Good|x0%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 0&lt;br /&gt;
|- id=&amp;quot;Tortured artist&amp;quot;&lt;br /&gt;
! Tortured artist&lt;br /&gt;
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.&lt;br /&gt;
| {{--|8}} Permanent mood&amp;lt;br/&amp;gt;{{Good|50%}} chance of receiving the [[mental inspiration]] &amp;quot;[[Inspired Creativity]]&amp;quot; after a [[mental break]] ends. Note that this does not include breaks from [[pyrophobia]]{{BiotechIcon}} or [[Void terror]]{{AnomalyIcon}}&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type.{{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
So... are you new on this rimworld?...&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Sometimes tells others Kind Words&amp;lt;br/&amp;gt;{{+|5}} mood bonus for anyone who has been told Kind Words by this colonist&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Will not Slight or Insult others&amp;lt;br/&amp;gt;{{Good|+}} ''':''' Opinion of other pawns not changed by [[beauty]] or on [[disfigured]] pawn{{Check Tag|Others?|Reports it also disables Annoying Voice and Creepy Breathing. needs verifying}}&amp;lt;br/&amp;gt;'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Abrasive|Abrasive]]&amp;lt;br/&amp;gt;[[#Psychopath|Psychopath]]&lt;br /&gt;
| 2&lt;br /&gt;
|- id=&amp;quot;Abrasive&amp;quot;&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way.&lt;br /&gt;
| {{Bad|−}} ''':''' Has a tendency to slight and insult people&amp;lt;br/&amp;gt;{{--|15%}} of the market value&amp;lt;br/&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br/&amp;gt;&lt;br /&gt;
| [[#Kind|Kind]]&amp;lt;br/&amp;gt;''Requires pawn be capable of [[Skills#Social|Social]].'' &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Annoying voice&amp;quot;&lt;br /&gt;
! Annoying voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from other colonists&amp;lt;br/&amp;gt;'''-20%''' of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Creepy breathing&amp;quot;&lt;br /&gt;
! Creepy breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from other colonists&amp;lt;br/&amp;gt;'''-10%''' of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Misandrist&amp;quot;&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| {{--|25}} opinion of men.&lt;br /&gt;
| &lt;br /&gt;
| 0.3 for men&amp;lt;br/&amp;gt;1.7 for women&lt;br /&gt;
|- id=&amp;quot;Misogynist&amp;quot;&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| {{--|25}} opinion of women.&lt;br /&gt;
| &lt;br /&gt;
| 1.7 for men&amp;lt;br/&amp;gt;0.3 for women&lt;br /&gt;
|- id=&amp;quot;Asexual&amp;quot;&lt;br /&gt;
! Asexual&lt;br /&gt;
| NAME has no sexual attraction to anyone at all.&lt;br /&gt;
| '''+/- :''' Will not have romantic relationships with people.&lt;br /&gt;
| [[#Gay|Gay]]&amp;lt;br/&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Gay&amp;quot;&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| '''+/- :''' Will only have romantic relationships with people of the same gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br/&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.3&lt;br /&gt;
|- id=&amp;quot;Bisexual&amp;quot;&lt;br /&gt;
! Bisexual&lt;br /&gt;
| NAME is romantically attracted to both men and women.&lt;br /&gt;
| '''+/- :''' Will have romantic relationships with people from either gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br/&amp;gt;[[#Gay|Gay]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Recluse&amp;quot;&lt;br /&gt;
! Recluse {{BiotechIcon}}&lt;br /&gt;
| The fewer people in NAME's faction, the happier she/he is. Being alone is best of all.&lt;br /&gt;
| Mood buff or debuff from the number of human pawns, children, guests, or prisoners in the colony. Mechanoids and pets do not count. 100% chance for starting colonist in solo mechanitor scenario.&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Uniquely to them, Gay/Bisexual/Asexual sexuality traits are the only ones that can generate after 3 traits limit, resulting in rare pawns with 4 traits. &lt;br /&gt;
* And see also the [[Traits#Beauty|Beauty]] category of traits, below.&lt;br /&gt;
&lt;br /&gt;
==== Recluse Mood {{BiotechIcon}} ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Count !! Mood  !! Count !! Mood&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{Good|+12}} || 11 || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{Good|+8}} || 12 || {{--|3}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{Good|+6}} || 13 || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{Good|+4}} || 15 || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 5-10 || 0 || 16+ || {{--|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spectrum traits ==&lt;br /&gt;
Theses are groups of related traits, that are inter-related and grouped by degree, creating a &amp;quot;spectrum&amp;quot; of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.&lt;br /&gt;
&lt;br /&gt;
=== Drug desire ===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on [[mental break|drug binges]] independent of [[mood]]. &amp;lt;!-- Dated but important to clarify that it was previously true so reliable evidence in the past doesn't show it as wrong, just since outdated. --&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Chemical fascination&amp;quot;&lt;br /&gt;
! Chemical fascination&lt;br /&gt;
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]], mood buff (up to {{+|6}}) when satisfied and mood debuff (up to {{--|12}}) when not&lt;br /&gt;
Function as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chemical interest&amp;quot;&lt;br /&gt;
! Chemical interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]], mood buff (up to {{+|3}}) when satisfied and mood debuff (up to {{--|6}}) when not&lt;br /&gt;
Function as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs&lt;br /&gt;
|- id=&amp;quot;Teetotaler&amp;quot;&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.&lt;br /&gt;
| Will not go on binges&lt;br /&gt;
Cannot be directed to take non-medical drugs; force administering the drug will cause a {{--|20}} mood penalty &amp;lt;br/&amp;gt;&lt;br /&gt;
{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
-5 opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
-5 opinion of all colonists without the same or industrious trait&lt;br /&gt;
|- id=&amp;quot;Lazy&amp;quot;&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| [[Global Work Speed]] {{--|20%}}&lt;br /&gt;
|- id=&amp;quot;Slothful&amp;quot;&lt;br /&gt;
! Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task.&lt;br /&gt;
| [[Global Work Speed]] {{--|35%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed traits ===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Jogger&amp;quot;&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| [[Move speed]] {{+|0.4}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Fast walker&amp;quot;&lt;br /&gt;
! Fast walker&lt;br /&gt;
| NAME likes to be where s/he's going. S/He walks quicker than most people.&lt;br /&gt;
| [[Move speed]] {{+|0.2}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Slowpoke&amp;quot;&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever s/he goes anywhere.&lt;br /&gt;
| [[Move speed]] {{--|0.2}} {{CS}}&lt;br /&gt;
Disallows [[inspiration#Go frenzy|Go Frenzy inspiration]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base mood ===&lt;br /&gt;
These traits affect the colonist's natural, constant mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| Permanent {{+|12}} mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;&amp;gt;Specific value not listed in flavor text.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HER/HIM down.&lt;br /&gt;
| Permanent {{+|6}} mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| Permanent {{--|6}} mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| Permanent {{--|12}} mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerves ===&lt;br /&gt;
These traits affect the colonist's mental break threshold.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Iron-willed&amp;quot;&lt;br /&gt;
! Iron-willed&lt;br /&gt;
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|18%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x25%'''&lt;br /&gt;
|- id=&amp;quot;Steadfast&amp;quot;&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|9%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x50%'''&lt;br /&gt;
|- id=&amp;quot;Nervous&amp;quot;&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x200%'''&lt;br /&gt;
|- id=&amp;quot;Volatile&amp;quot;&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|15%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x300%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Neurotic ===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Neurotic&amp;quot;&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
|- id=&amp;quot;Very neurotic&amp;quot;&lt;br /&gt;
! Very neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|40%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|14%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting accuracy ===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} pawn beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| '''+80%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| '''+40%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| '''-50%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| '''-100%''' [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Skills#Medicine|Medicine skill]] {{+|4}}&amp;lt;br/&amp;gt; Randomly catch diseases independently from rest of the colony, on average once every 30 days&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obsolete traits ==&lt;br /&gt;
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Fate&lt;br /&gt;
|- id=&amp;quot;Prosthophile&amp;quot;&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|14}} mood bonus for having a bionic body part &amp;lt;br/&amp;gt;{{--|4}} mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by [[#Transhumanist|Transhumanist]]&lt;br /&gt;
|- id=&amp;quot;Prosthophobe&amp;quot;&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| {{--|10}} mood penalty for having a bionic body part&lt;br /&gt;
| body modder&lt;br /&gt;
| Replaced by [[#Body purist|Body purist]]&lt;br /&gt;
|- id=&amp;quot;Green thumb&amp;quot;&lt;br /&gt;
! Green thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| {{+|1}} mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.&lt;br /&gt;
| {{Good|+}} ''':''' No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by [[#Undergrounder|Undergrounder]]&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; &lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] bonus for having [[artificial body parts]]&amp;lt;br/&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br/&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| Replaced by [[#Body modder|Body modder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Traits hidden as they did nothing.  &lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Brawler, prosthophile, and more added.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Teetotaller and Chemical Fascination traits added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Greedy, Jealous, Ascetic, Night Owl traits added.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Wimp trait added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Asexual trait added&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed &amp;quot;''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''&amp;quot; -&amp;gt; ''&amp;quot;NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.&amp;quot;''. Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. “Wimp” trait’s pain shock threshold has been increased from 50% to 60%. [[Ascetic]]s no longer get a negative mood debuff when eating nutrient paste meals. [[Plasmasword]]s and [[persona plasmasword]]s now provide the mood bonus to [[pyromaniac]]s like other incendiary weapons.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Xenogenes]] count as artificial enhancements for [[body modder]]s and [[body purist]]s.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix typo: &amp;quot;yielding&amp;quot; -&amp;gt; &amp;quot;wielding&amp;quot; in pyromaniac trait description.&lt;br /&gt;
* 1.5 or prior - Pyromaniac thought mood effect reduced from {{+|5}} to {{+|2}} and description changed from ''&amp;quot;It makes me think of flame and fire. I'm so happy&amp;quot;'' to ''&amp;quot;It makes me think of flame and fire. I can't wait to use it.&amp;quot;'' New thought added for using a flame weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Xenogerm&amp;diff=145236</id>
		<title>Xenogerm</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Xenogerm&amp;diff=145236"/>
		<updated>2024-05-03T20:27:33Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Updating Creepy joiner -&amp;gt; Creepjoiner as per Talk on Creepjoiner page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Xenogerm&lt;br /&gt;
| image = Xenogerm.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| description = A self-contained biological organ containing one or more implantable xenogenes.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Once implanted inside a host's body, the xenogerm modifies the host's genes, gene expression, and phenotypic development using viruses, hormones, bio-synthesized drugs, and possibly mechanites. Depending on the xenogerm, the host will develop any of a wide variety of exotic traits and abilities, transforming them into a different human xenotype.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Xenogerm implantation is a traumatic process. Once implanted with a xenogerm, a person will be bedridden for days as the transformation sets in.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;During storage and transport, xenogerms are kept safe in sealed containers.&lt;br /&gt;
| production facility 1 = Gene assembler&lt;br /&gt;
| research = Xenogenetics&lt;br /&gt;
| work speed stat = Research Speed&lt;br /&gt;
| mass = 0.5&lt;br /&gt;
| marketvalue = 100&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
}}&lt;br /&gt;
A '''xenogerm''' is a specialized organ used to change the [[Xenotypes|xenotype]] of a pawn.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=What is the actual mathematical relationship between complexity and time.}}&lt;br /&gt;
Xenogerms are created at a [[gene assembler]] by combining the [[genes]] from [[genepack]]s stored in nearby [[gene bank]]s. The gene packs are not consumed. Creating a xenogerm is considered a form of research, and requires the [[Skills#Intellectual|intellectual]] skill. The actual time to create a xenogerm depends on the genetic complexity of the genes it contains—ranging from 4 hours at 3 or less complexity, to 23 hours at 20 or more complexity—and then this is scaled by the worker's [[{{P|Work Speed Stat}}]].&lt;br /&gt;
&lt;br /&gt;
Normally, xenogerms can be created for free. However, if they contain any archite genes, then the required number of [[File:Archite capsule required.png|16px|Archite Capsules]] [[archite capsules]] will need to be provided before gene recombination can begin.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The purpose of a xenogerm is to change the xenotype of the pawn it is installed into. This is done through an implantation surgery. The effects of xenogermination are instant, and will change the affected pawn upon the surgery's completion. Xenogerms have a minimum metabolic efficiency of -5. Pawns cannot receive xenogerms that would lower their efficiency below this value.&lt;br /&gt;
&lt;br /&gt;
Xenogerms completely overwrite a pawn's ''[[xenogene]]s'', genes which are not passed down through [[reproduction]]. This will outright remove xenotypes that are defined by ''xenogenes'', such as [[genies]] or [[sanguophages]]. Xenotypes using ''germline'' genes, such as [[impids]], will not have those genes removed. However, germline genes will be suppressed if they would conflict with the xenogerm. &lt;br /&gt;
For example, a Fast Runner xenogerm will completely suppress a Slow Runner germline gene.&lt;br /&gt;
&lt;br /&gt;
Multiple xenogerms can be implanted on the same pawn, though each one overwrites the last. This includes archite genes, which effectively means that any archite capsules previously spent on the pawn will be lost.&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
[[File:Gizmo xenogerm order implantation.png|75px|thumb|left]]&lt;br /&gt;
Since each xenogerm is unique, its implantation must be ordered manually. There are three ways to do this:&lt;br /&gt;
* Select the xenogerm. Click on the &amp;quot;Order implantation&amp;quot; gizmo. Select the desired patient from the list.&lt;br /&gt;
* Select your patient. Right-click the xenogerm, then click &amp;quot;Order implantation&amp;quot;.&lt;br /&gt;
* Select your patient. Open their health tab, then view their queued surgeries. Select &amp;quot;Add bill&amp;quot;, then choose &amp;quot;Implant xenogerm&amp;quot;. Choose the desired xenogerm from the list that appears.&lt;br /&gt;
&lt;br /&gt;
Once the bill is ready, a doctor will need to perform the implantation surgery. The operation requires 4 medicine of [[Herbal medicine|herbal quality]] or higher, and requires {{Ticks|2000}} of work.&lt;br /&gt;
&lt;br /&gt;
After implantation is complete, the patient will enter a &amp;quot;xenogermination coma&amp;quot;. This lasts about 2 days, depending on the quality of the surgery, and will cause a total inability to move. See the section below on more details on how this time is calculated.&lt;br /&gt;
&lt;br /&gt;
In addition, the patient's genes will need between {{Ticks/gametime/years|6000000}} and {{Ticks/gametime/years|8400000}} to regrow. Extracting their genes with a [[gene extractor]] during this time will kill them. However, it is safe to implant another xenogerm during this time.&lt;br /&gt;
&lt;br /&gt;
==== Breakdown of Xenogermination Time ====&lt;br /&gt;
There are a number of factors and specific effects on xenogermination time, which the list below will break down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* The time spent in a xenogermination coma depends on the quality of the surgery, clamped within 0% and 100%&lt;br /&gt;
** At 0% quality, the duration will be 3 days&lt;br /&gt;
** At 100% quality, the duration will be 1 day&lt;br /&gt;
** This means that the duration in days can be found with the equation: 3 - (Quality × 2)&lt;br /&gt;
* The quality of the surgery depends on the following factors:&lt;br /&gt;
** The surgery has a base quality of 100%&lt;br /&gt;
** Multiplied by the [[medical surgery success chance]] of the surgeon.&lt;br /&gt;
** Multiplied by the [[surgery success chance factor]] of the patient's bed.&lt;br /&gt;
** Doubled if the doctor has an [[inspired surgery]]&lt;br /&gt;
** Multiplied by the [[Medical Potency]] of the medicine used, based on a &amp;lt;abbr title=&amp;quot;piecewise linear&amp;quot;&amp;gt;simple&amp;lt;/abbr&amp;gt; curve.&lt;br /&gt;
*** x0.7 at 0% potency, x1 at 100% potency, x1.3 at 200% potency&lt;br /&gt;
*** 88% for [[herbal medicine]] (60% potency)&lt;br /&gt;
*** 100% for [[Medicine|industrial medicine]] (100% potency)&lt;br /&gt;
*** 118% for [[glitterworld medicine]] (160% potency)&lt;br /&gt;
** Multiplied based on the overall complexity of the xenogerm&lt;br /&gt;
*** Factor starts at 100% at 0 complexity&lt;br /&gt;
*** -2% for each point of complexity&lt;br /&gt;
*** Minimum factor of 60%, at 20 points of complexity&lt;br /&gt;
** Multiplied based on patient's age&lt;br /&gt;
*** 100% up to age 20&lt;br /&gt;
*** -1.25% for each year after 20&lt;br /&gt;
*** Minimum of 50% at the age of 60&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The use of a xenogerm depends on what genes are contained within it, used to counter unfavorable genes from the germline such as weak melee damage on a [[Impid]] with a passion in melee, as a medical tool in the event of life-threatening illness with [[Genes#Health|Strong Immunity]]. When making a xenotype with hybrids or children ideally it should be applied within the infancy stage as the pawn cannot work or learn regardless, and the coma will be the least impactful.&lt;br /&gt;
&lt;br /&gt;
For purifying genepacks into just 1 or 2 genes, a xenogerm can be applied to a baseliner prisoner or any other undesirable pawn to kill them later with a [[Gene extractor]] and attempt to acquire a genepack with the desirable genes.&lt;br /&gt;
&lt;br /&gt;
Xenogerms also satisfy [[Traits#Body Modder|Body Modders]]. [[Ideology#Transhumanist|Transhumanists]] {{IdeologyIcon}} and subsequently disgust [[Traits#Body Purist|Body Purists]] and [[Ideoligion#Flesh_purity|Flesh Purists]],{{IdeologyIcon}} Purely cosmetic genes can be inserted into a Body Modder for a free {{+|4}} mood with no impact compared to other options like [[Denture|Dentures]]&lt;br /&gt;
&lt;br /&gt;
The only way to remove a xenogerm is to kill the pawn with a Gene extractor and [[Death#Resurrection|resurrect]] them.&lt;br /&gt;
&lt;br /&gt;
Xenogermination coma can technically be healed by a healer mech serum, but the item is too rare for this to be practical. However, if a colonist with the mostly-equivalent [[creepjoiner|unnatural healing]]{{AnomalyIcon}} ability is available (and tentacle limbs are not undesirable), there is little reason not to use it to instantly wake an important pawn.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Pawns will continue to create a xenogerm until they pass out.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Xenogerms with different genes and name stack in trade screen.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unnatural_corpse&amp;diff=145235</id>
		<title>Unnatural corpse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unnatural_corpse&amp;diff=145235"/>
		<updated>2024-05-03T20:27:09Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Updating Creepy joiner -&amp;gt; Creepjoiner as per Talk on Creepjoiner page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General. ALso reports that Rapid Regeneration that effectively stalls actual damamge until a certain amount of HP damage has been done. Needs verification}}&lt;br /&gt;
{{Rewrite|reason=formatting}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Unnatural corpse&lt;br /&gt;
}}&lt;br /&gt;
An '''Unnatural Corpse''' is an [[entity]] that appears in your colony via events. It looks like a copy of your still-living pawns. As soon as you get the corpse, its original copy will suffer from a mood penalty as well as the corpse sometimes teleports near to it.&lt;br /&gt;
&lt;br /&gt;
===== Removal =====&lt;br /&gt;
There is no way to get rid of the corpse as it will reappear eventually. Once it &amp;quot;wakes&amp;quot; up, it will chase and hunt its original, where the victim will be hypnotized for several seconds before their brains get consumed. The unnatural corpse is challenging to kill, similar to a Ghoul's unnatural regeneration but faster.&lt;br /&gt;
The only way to get rid of the corpse before it awakes is to study it which takes several days. After that, you'll get a notification that your colonist will be able to remove the shard implanted on the corpse, which will destroy it. You can still keep it around optionally to study as it gives &amp;quot;advanced research points&amp;quot; for the dark research tab.&lt;br /&gt;
&lt;br /&gt;
===== Killing =====&lt;br /&gt;
The duplicates invincibility is limited and if you damage it enough you can break the extreme healing causing it to be killed easily. It is recommended to make sure the original colonist is far away to prevent them from being killed.&amp;lt;sup&amp;gt;[Needs more testing].&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Unnatural Corpses can be obtained from [[Events]] or Quests. The primary way of obtaining a corpse is for it to spawn in an event, in which it will appear on your map near player owned buildings. It may also be obtained via the mysterious cargo quest as a piece of cargo. A pawn cannot have more than 1 unnatural corpse at a time.&lt;br /&gt;
&lt;br /&gt;
When the corpse spawns the notification will state that &amp;quot;it looks exactly like (name of colonist)&amp;quot; and &amp;quot;the only difference is that it feels waxy and warm to the touch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When the corpse first spawns a notification will appear stating that &amp;quot;it looks exactly like (colonist) in every way&amp;quot;&lt;br /&gt;
And &amp;quot; the only difference is that it's waxy and warm to the touch &amp;quot;. the corpse will teleport towards the colonist it looks like should they get to far. It is also worth noting that the colonist will gain a permanent mood debuff until the corpse is destroyed, the corpse can only be destroyed if it has been studied for multiple days.&amp;lt;sup&amp;gt; [needs confirmation]&amp;lt;/sup&amp;gt;soon after this notification will appear stating that &amp;quot;it appears to be creating some sort of consciousness&amp;quot; and &amp;quot; destroy the corpse before its too late&amp;quot;. Soon after that message appears the corpse will start to move and will get up and chase down the colonist it's looks like, when it catches them the will paralyze them and kill them. Disappearing after. You also cannot use a Resurrector Mech Serum on it as it will fail and the serum will still be used.&lt;br /&gt;
&lt;br /&gt;
Butchering the corpse provides human meat and leather as would a normal corpse, but it will respawn soon  (reportedly three hours) shortly. Note that the study time is reset when it respawns.&lt;br /&gt;
&lt;br /&gt;
The encounter bypasses many of the normal combat mechanics in Rimworld. First, the encounter is completely unbalanced. It does not have any parameters to account for the military level or wealth of the colony. Compare to a raid's point value parameter, which is based on wealth and controls how many raiders there are and how strong they are. Second, the unnatural corpse has one main attack, which immobilizes the target, and after a moment one-shot-kills their brain. This completely bypasses any armor, dodging, counterattack ability that the targeted colonist may have, and prevents the possibility of rescue. Third, the unnatural corpse is immune to most special weapons, like psychic shock lances. Although a psychic insanity lance can be used on it, it has no effect.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
To kill it, approximately ~1600 damage needs to be inflicted to the corpse. The exact amount varies, but the rapid regeneration energy has approximately ~270 hp, while the awoken unnatural corpse hediff has a 20% incoming damage multiplier, leading to ~1350 damage that needs to be done before you can damage it normally (although damage will still be decreased by 80%). With five or more colonists with high dps weapons this can be achieved reliably (e.g. high quality chain shotguns). By the time the corpse will outspeed your pawn it will be close to death.&lt;br /&gt;
&lt;br /&gt;
Considering how much damage needs to be done, normal fighting strategies may not work. Even an orbital bombardment targeter or antigrain warhead are no match for its regeneration. Good counter strategies should likewise think outside the box.&lt;br /&gt;
&lt;br /&gt;
* If you keep the target colonist near a drop pod launcher or cryptosleep casket all the time, and then load them in when the corpse activates, then the corpse will have to punch through the container before gaining access to the colonist. This gives you time to attack the corpse. You may even be able to repair the container faster than the corpse's weak punches damage it. It can't use its instakill psychic attack on drop pods or cryptosleep caskets.&lt;br /&gt;
&lt;br /&gt;
* Anesthetizing the target colonist just as the unnatural corpse is activating will cause the unnatural corpse to rise as an anesthetized corpse. It seems to copy active buffs and debuffs of the target colonist at the time it activates, including anesthetic. Your melee fighter can finish it off in one hit.&lt;br /&gt;
&lt;br /&gt;
* For a slightly less cheesey strategy using anesthetic, you can anesthetize the target colonist after the corpse is active and moving. The corpse won't get the anesthetic effect, but your target colonist will. Once downed, you can have the target colonist be carried by a different colonist (preferably one with low melee skill). The corpse won't use its one-hit-kill psychic attack on the carrier or anyone else. It will be limited to punching the carrier. At this point, you could just swarm the unnatural corpse, or you could play duck-duck-goose by forming a ring with your fighters, and have the carrier cheat by running across the ring, while the unnatural corpse is forced to go around.&lt;br /&gt;
&lt;br /&gt;
* If you live within drop-podding range of an ice sheet, you could send the target colonist there when the corpse awakens. At temperatures of -60C or lower, with the target colonist equipped with Go-Juice and a good parka, they may very well be able to outrun the naked corpse until it collapses from severe hypothermia. Make sure to use the Go-Juice after the corpse has reappeared on the new map, so that the corpse doesn't copy the &amp;quot;high on go-juice&amp;quot; buff.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
* Finally, you could send the target colonist into a caravan, or use a drop pod to put them in a caravan. The corpse will disappear, giving you time to prepare. However, this is only temporary, as the corpse will return to your colony shortly after your colonist does, with its regeneration refilled.&lt;br /&gt;
&lt;br /&gt;
* If you happen to have a Creepjoiner with the Psychic Slaughter ability, the Psychic Slaughter works on the Unnatural Corpse. Having the Creepjoiner sleep and otherwise stay near your cloned pawn might be helpful for a sudden attack by the Unnatural Corpse. &lt;br /&gt;
&lt;br /&gt;
Having the Royalty DLC makes it significantly easier to kill the corpse. A skip strategy could be used, teleporting the unnatural corpse or the pawn when the corpse get too close. The focus psycast could be used too to increase the moving speed of the pawn, or the pawn could be given a jump pack to buy time. Without Royalty, bionic or archotech legs can be used in conjunction with drugs. This enables the pawn to get a moving stat above 200%. The unnatural corpse's maximum speed is 300%, but it will take some time before it reaches that. &lt;br /&gt;
&lt;br /&gt;
To kill it, approximately ~1600 damage needs to be inflicted to the corpse. The exact amount differs, but the rapid regeneration energy has approximately ~270 hp, while the awoken unnatural corpse hediff has a 20% incoming damage multiplier, leading to ~1350 damage that needs to be done before you can damage it normally (although damage will still be decreased by 80%). With five or more colonists with high dps weapons this can be achieved reliably (e.g. high quality chain shotguns). By the time the corpse will outspeed your pawn it will be close to death.&lt;br /&gt;
&lt;br /&gt;
Lastly, the first appearance of an unnatural corpse will helpfully unlock the imbue death refusal psychic ritual as an advanced anomaly research.  Rushing the research and giving death refusal to the targeted pawn is a good insurance policy in case the worst should occur.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Categories.&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshbeasts&amp;diff=145234</id>
		<title>Fleshbeasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshbeasts&amp;diff=145234"/>
		<updated>2024-05-03T20:26:43Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Updating Creepy joiner -&amp;gt; Creepjoiner as per Talk on Creepjoiner page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Fleshbeasts&lt;br /&gt;
| image = Fleshbeast.png&lt;br /&gt;
| description = Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fleshbeasts are a wide-ranging category of [[entity]], added by the Anomaly DLC.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Fleshbeasts are found (often in great numbers) above and below ground. When they appear, due to a natural event or a summoning ritual, they will appear from pits in the earth. They can also be found en masse underground inside the caverns beneath a [[Pit gate]], including the fearsome [[Dreadmeld]]. Other, more obscure appearances include being found inside the [[labyrinth]] of a [[Warped obelisk]], or emerging from a [[creepjoiner]]. Fleshbeasts can also be found inside ancient danger monuments.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Fleshbeasts come in five different forms, not including the related [[Fleshmass heart]]. They are generally easy enough to dispatch on their own, but they become dangerous in numbers. All of them, save the [[Toughspike]], either dissolve into flesh or split into smaller fleshbeasts upon death and often on being downed.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fleshbeasts utilize strength in numbers, and as such, precautions should be taken to not be overwhelmed: AOE attacks, like [[Frag grenades]] and [[Molotov cocktails]], work well, and the [[minigun]] may be a good choice for dense hordes. They are especially weak to fire, and so fire weapons are a very good, if risky, option when dealing with them. When raiding a pit gate, the fleshy terrain is also flammable, which can be a boon when fighting its denizens.&lt;br /&gt;
&lt;br /&gt;
If close enough, large fleshbeasts can often fling their progeny over your formation when splitting, leading to potential havoc among your ranged pawns. If possible, try and keep them surrounded by melee pawns to protect them.&lt;br /&gt;
&lt;br /&gt;
Trispikes, Fingerspikes and Toughspikes have a ranged attack, though it is rarely used, very short ranged, and fired with poor aim.&lt;br /&gt;
&lt;br /&gt;
== Analysis== &lt;br /&gt;
With the exception of the Dreadmeld, Fleshbeast fights are generally rather mild, as long as you have enough melee fighters, which is more important than ever in Anomaly.&lt;br /&gt;
&lt;br /&gt;
Importantly, care should be taken to prevent too many fleshbeasts from engaging at once. Attacking those that cannot split upon death, such as the fingerspike and toughspikes, should generally be a priority. This will limit the amount of enemies a colony will face at a given time. Also, the ranged attacks most fleshbeats have tend to be used right after they spawn, which can significantly increase the amount of oncoming DPS a group of fighters must withstand. Taking enemies out directly after they spawn can prevent this attack and is much more achievable against fewer entities.&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
More information on the individual types of fleshbeast can be found on their individual pages:&lt;br /&gt;
* [[Fingerspike]]&lt;br /&gt;
* [[Toughspike]]&lt;br /&gt;
* [[Trispike]]&lt;br /&gt;
* [[Bulbfreak]]&lt;br /&gt;
* [[Dreadmeld]]&lt;br /&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>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=145233</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=145233"/>
		<updated>2024-05-03T20:26:30Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Updating Creepy joiner -&amp;gt; Creepjoiner as per Talk on Creepjoiner page&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. {{Check Tag|Detail needed}}&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 [[creepjoiner]]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 [[creepjoiner]] 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>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=145232</id>
		<title>Corrupted obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corrupted_obelisk&amp;diff=145232"/>
		<updated>2024-05-03T20:26:09Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Updating Creepy joiner -&amp;gt; Creepjoiner as per Talk on Creepjoiner page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| set property = false &amp;lt;!-- Remove when anomaly goes live and content confirmed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Corrupted obelisk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The corrupted obelisk can spawn in the map as a random anomaly event.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The Corrupted Obelisk &amp;lt;small&amp;gt;also referred to as the &amp;quot;Duplicator&amp;quot;&amp;lt;/small&amp;gt; has a chance to spawn at any point after activating the Void monolith. You have 2 initial options when you encounter the Obelisk in your world: study and/or suppress.&lt;br /&gt;
&amp;lt;small&amp;gt;(auto-suppress is not on by default; it can be activated by clicking the obelisk and setting the hand on the activity meter to a green check.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Attacking a Corrupted Obelisk, or allowing its activity to reach 100%, will cause hostile duplicates to spawn all around your colonists. These duplicates will spawn with the same traits, backstories, skills, and health conditions of your own colonists, but without any gear or bionics. Duplicate spawns are not be concentrated in any particular area; instead, they spawn randomly in proximity to any colonist.&lt;br /&gt;
&lt;br /&gt;
When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance a duplicate of the colonist will be created. The duplicated colonist will be identical in every way, including current mood thoughts, social opinions, and any ongoing illnesses or drug effects (including [[pregnancy]]{{BiotechIcon}}), but will have no equipment and no artificial body parts except for psylinks and fleshmass organs. Higher obelisk activity increases the chance of duplication.&lt;br /&gt;
&lt;br /&gt;
After 10 Anomaly research at the obelisk a duplication button will appear (30 day cooldown). After 30 Anomaly research at the obelisk, a deactivation button will appear. The obelisk costs 2 [[Shard]]s to deactivate. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.&lt;br /&gt;
&lt;br /&gt;
When the corrupted obelisk is triggered a duplicate is made of the interactor with ''one'' of the following conditions:&lt;br /&gt;
&lt;br /&gt;
* '''Hostile Duplicate:''' The duplicate is hostile and will immediately attack. The stronger your colonist the stronger your foe. Can be captured and recruited!&lt;br /&gt;
  &lt;br /&gt;
* '''Multiple Organ Decay:''' Has decayed organs that need to be replaced. Known Cure: Replace Organs&lt;br /&gt;
  &lt;br /&gt;
* '''Duplication Sickness:''' Both the original and the duplicate suffer from lowered consciousness, Gets worse over the course of a few days, with the final stage being max 10% consciousness while both are alive. Known Cure: Terminate one of the two, Unatural Healing from creepjoiners.&lt;br /&gt;
  &lt;br /&gt;
* '''Crumbling Mind:''' The duplicate will begin losing all their skills and have a locked consciousness of 60%, After 2-3 days becomes permanent and incurable. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. Known Cure: Healer mech Serum, Unatural Healing from creepjoiners. Killing them, removing the skull, and using resurrector mech serum is a cure. The bioregeneration cycle from biosculpting pods is ''not'' a cure; however, pawns can be placed in [[cryptosleep casket]]s to prevent the crumbling mind from progressing until a cure can be found.&lt;br /&gt;
&lt;br /&gt;
Organ decay, duplication sickness, and crumbling mind appear a few days after the duplicated pawn is created.&lt;br /&gt;
 &lt;br /&gt;
[[Creepjoiner]]s cannot be duplicated, and will instead show a message to that effect.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With a little luck, the corrupted Obelisks can be used to duplicate your most valuable colonists, especially those who have a [[psylink]]{{RoyaltyIcon}}, as both level and psychic powers are duplicated. Have organs or a prisoner ready in case of Organ Decay, and a [[Psychic shock lance]] or [[Shard shock lance]] if the duplicate pawn starts off hostile to maximize your chance of taking them prisoner. a [[Cryptosleep casket]] can be used to preserve a pawn with Crumbling Mind if you lack a [[Healer mech serum]]. That leaves only cases where the duplicate pawn begins to negatively affect the original as the outcome that prevents you from eventually gaining a pawn.&lt;br /&gt;
&lt;br /&gt;
Alternativly, you can use the new Death Refusal ritual to cure Crumbling Mind, Duplication sickness and Organ Decay. Simply put Death Refusal on the new pawn, kill them (destory their brain in case of Crumbling Mind via rip scanner or extract skull) and resurrect them. They will come back healthy.&lt;br /&gt;
&lt;br /&gt;
If you attacked the oberlisk, it's activity level will rise. When it reaches full, it will duplicate 30 of you colonists, all of them being hostile to you. However this can be abused to mass cloning god pawns by following the method below:&lt;br /&gt;
&lt;br /&gt;
*  Have you god pawn anesthetized&lt;br /&gt;
*  Send all other pawn (except ghouls) on a caravan resting right outside your colony&lt;br /&gt;
*  Have ghoul attack oberlisk to trigger the duplication&lt;br /&gt;
*  Since your god pawn is the only pawn on the map, it will be duplicated 30 times&lt;br /&gt;
*  However your god pawn's &amp;quot;anesthetized&amp;quot; status will also be duplicated, meaning all duplicated pawns are harmless&lt;br /&gt;
*  Have your caravan come back and capture all the helpless duplicates&lt;br /&gt;
*  Profit&lt;br /&gt;
&lt;br /&gt;
== Weird happenings ==&lt;br /&gt;
Sometimes after a corrupted obelisk explodes one of your duplicates '''(and every other copy of them including the original)''' can get duplication sickness even if they had one of the other side effects (unknown if its a bug)&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>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepy_joiner&amp;diff=145231</id>
		<title>Creepy joiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepy_joiner&amp;diff=145231"/>
		<updated>2024-05-03T20:22:30Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Generalveek moved page Creepy joiner to Creepjoiner: Updating to match in-game term.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Creepjoiner]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145230</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=145230"/>
		<updated>2024-05-03T20:22:30Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Generalveek moved page Creepy joiner to Creepjoiner: Updating to match in-game term.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}&lt;br /&gt;
Creepy joiners are an exclusive event for the [[Anomaly]] DLC. You can encounter creepy joiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
If rejected, they can either depart peacefully or become hostile.&lt;br /&gt;
&lt;br /&gt;
Joiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepy joiners cannot be studied, but some of their side effects such as [[entities]] can be.&lt;br /&gt;
&lt;br /&gt;
The [[monolith]] does not need to be active for creepy joiners to appear.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepy joiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer&lt;br /&gt;
* Timeless one&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[Traits#Skills|perfect memory]] trait and a high value in all skills. The trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Has a bonus to research &lt;br /&gt;
* Shambler overlord — Has an ability to create friendly [[shambler]]s&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 24 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]].&lt;br /&gt;
* Joybringer — Has the [[Joyous]] trait, which provides a passive +3 mood boost to all pawns in your colony anywhere on the map&lt;br /&gt;
* Death refusal — Has the ability to self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh.&lt;br /&gt;
* Beautiful - Has the [[Beautiful]] trait. (Only for Deal makers, who will always have this trait alongside at least another benefit)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&lt;br /&gt;
----&lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
:''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
:* Replicates the effect of a [[healer mech serum]].{{Check Tag|Verify}}&lt;br /&gt;
:* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
:* Range: Touch&lt;br /&gt;
:* Warmup Time: {{Ticks|270}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|360000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
| ''{PAWN_pronoun} offers to use {PAWN_possessive} healing power to help you.''&lt;br /&gt;
----&lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
:''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
:* Target: Single non-[[mechanoid]] pawn in [[LoS]].&lt;br /&gt;
:* Range: 4.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|60000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
They can come with a downside as well, which occurs on a delay after living with your colony for a while:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart.&lt;br /&gt;
* Traitor — The colonist will suddenly become hostile, accompanied by a message about their evil expression.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]].&lt;br /&gt;
* Crumbling mind — The colonist will experience a severe health effect that destroys their brain in a number of days. The crumbling can be healed with a [[healer mech serum]] or by another Blind Healer creepy joiner.&lt;br /&gt;
* Entity jailbreaker — The colonist will suddenly attempt to free all of your contained [[entities]]. (May be caused by &lt;br /&gt;
* Psychic agony — The colonist inflicts a psychic mood debuff on nearby colonists, [[psychic sensitivity]] applies to this effect &lt;br /&gt;
* Organ decay — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and [[lung]]s.&lt;br /&gt;
* Disturbing — The colonist mumbles and gives other colonists a negative mood debuff when interacting with them.&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the joiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepy joiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them.&lt;br /&gt;
&lt;br /&gt;
If a creepy joiner is planning to become hostile somehow, they can be downed and recruited normally afterward. At this point, they are not planning anything further and become a &amp;quot;normal&amp;quot; colonist.  Players can preempt most hostile plans and still keep the creepy joiner by immediately anesthetizing and arresting them.&lt;br /&gt;
&lt;br /&gt;
Performing a medical inspection surgery right after recruiting a creepy joiner can sometimes reveal their downside early.&lt;br /&gt;
&lt;br /&gt;
Creepy joiners with crumbling minds or organ decay can be paused until you're able to deal with the issue by placing the colonist inside a [[cryptosleep casket]].&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y31g1yalr93nxbus&amp;topic_postId=y3pdvq6tq8xe6amc&amp;topic_revId=y3pdvq6tq8xe6amc&amp;action=single-view</id>
		<title>Topic:Y31g1yalr93nxbus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y31g1yalr93nxbus&amp;topic_postId=y3pdvq6tq8xe6amc&amp;topic_revId=y3pdvq6tq8xe6amc&amp;action=single-view"/>
		<updated>2024-04-27T15:11:55Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Generalveek&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Generalveek (page does not exist)&quot;&gt;&lt;bdi&gt;Generalveek&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Generalveek&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Generalveek (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Generalveek&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Generalveek&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:Y31g1yalr93nxbus&amp;amp;topic_showPostId=y3pdvq6tq8xe6amc#flow-post-y3pdvq6tq8xe6amc&quot;&gt;commented&lt;/a&gt; on &quot;Naming of page&quot; (&lt;em&gt;There isn&amp;#039;t anything player-facing on the event letter, but the dev-mode event is called &amp;#039;Generate Creepjoiner&amp;#039;. Given that, I think the...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Optimal_sunlamps.png&amp;diff=144578</id>
		<title>File:Optimal sunlamps.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Optimal_sunlamps.png&amp;diff=144578"/>
		<updated>2024-04-26T03:53:27Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Generalveek uploaded a new version of File:Optimal sunlamps.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The best possible sun lamp tessellation. There are 10 empty tiles per sun lamp, half as many as the 20 empty tiles per sun lamp of a simple grid.&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright PD}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Graphics]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=121176</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=121176"/>
		<updated>2022-12-05T00:15:58Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilties to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls how much food a human needs to eat. Harmful genes will improve their metabolism, so they don't need to eat as much, while helpful genes will worsen their metabolism, making them eat more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate).  The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process.\n\nWhen implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×? at age 13&lt;br /&gt;
* Aging ×0 at age 18&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain (or head/neck) is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* [[Market Value]] Factor: 1.5&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.'' &lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* [[Market Value]] Factor: 1.5&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{--|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target. Must be a colonist, slave, or prisoner not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with ''Bloodfeeders'' [[precept]].{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered. Other believers have a higher [[opinion]] towards bloodfeeders, increased mood when bloodfeeders are in the colony, negates moodlet for being fed on.&lt;br /&gt;
** Bloodfeeders: Reviled. Other believers have a lower [[opinion]] towards bloodfeeders, decreased mood when bloodfeeders are in the colony.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.'' &lt;br /&gt;
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**Deathrest is initated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor:  {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|'' Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×400%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}&lt;br /&gt;
* [[Market Value]] Factor: 1.25&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Bleeding wounds are automatically tended at ??? quality {{Check Tag|Details|Seems to be roughly equal to tending with industrial medicine and a 0 skill doctor, with tends ranging from 2-70%, I suspect 70% is a cap but doubt 2% is a minimum, probably has a range of 0-70, needs more testing}} within mere seconds {{Check Tag|Details|Exact time unknown, but wounds have been confirmed to heal in as little as 8 seconds}}.&lt;br /&gt;
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being slightly more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial medicine, in a clean hospital).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
** [[Family_planning#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* Mood:&lt;br /&gt;
** Removes: Naked: -6&lt;br /&gt;
** Removes: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Accuracy factor (long) ×25%&lt;br /&gt;
** Accuracy factor (medium) ×50%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Mood:&lt;br /&gt;
** Removes: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Slow learner]]&lt;br /&gt;
* Fertility: {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed:]] {{Bad|×85%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' &lt;br /&gt;
----&lt;br /&gt;
* Raw nutrition multiplier ×180%&lt;br /&gt;
* Removes [[mood]]: Ate raw food: -7&lt;br /&gt;
* Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Lifespan factor ×80%&lt;br /&gt;
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
** Cancer rate factor ×300%&lt;br /&gt;
** Immunity gain speed ×96%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Lifespan factor ×60%&lt;br /&gt;
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
** Cancer rate factor ×500%&lt;br /&gt;
** Immunity gain speed ×92%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.'' &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Gain stat bonuses when exposed to pollution. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Stagger time multiplier ×0%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]]: {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]]: {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ? &lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| - &lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judges people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greyless hair&amp;quot;&lt;br /&gt;
! Greyless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| Carriers of this gene keep their natural hair color as they age.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| Carriers of this gene have pig-like snouts.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from skill.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to the skill.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Genes that are restricted for specific xeno humans will cause a bug if its present at humans not belonging to said xeno races. (i.e: unable to draft){{Check Tag|Clarify|I cannot understand what this is trying to say. I can't even say if its wrong/been fixed because I'm not sure what &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.&lt;br /&gt;
**Many genes now give direct boosts, instead of forcing traits allowing them to stack:&lt;br /&gt;
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}. &lt;br /&gt;
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.&lt;br /&gt;
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.&lt;br /&gt;
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{---|5}} to {{---|10}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=121173</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=121173"/>
		<updated>2022-12-05T00:11:55Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Ability */  Added info about Acid Spray&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Genes''' are a system for adding capabilties to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls how much food a human needs to eat. Harmful genes will improve their metabolism, so they don't need to eat as much, while helpful genes will worsen their metabolism, making them eat more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate).  The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process.\n\nWhen implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×? at age 13&lt;br /&gt;
* Aging ×0 at age 18&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain (or head/neck) is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ability ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* [[Market Value]] Factor: 1.5&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.'' &lt;br /&gt;
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.'' &lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a &amp;quot;spent acid&amp;quot; filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* [[Market Value]] Factor: 1.5&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{--|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.&lt;br /&gt;
:* Target: Single human target&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with ''Bloodfeeders'' [[precept]].{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered. Other believers have a higher [[opinion]] towards bloodfeeders, increased mood when bloodfeeders are in the colony, negates moodlet for being fed on.&lt;br /&gt;
** Bloodfeeders: Reviled. Other believers have a lower [[opinion]] towards bloodfeeders, decreased mood when bloodfeeders are in the colony.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.'' &lt;br /&gt;
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* Hemogen Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} Hemogen per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Hemogen Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.'' &lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**Deathrest is initated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor:  {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|'' Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor: {{Good|×400%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}&lt;br /&gt;
* [[Market Value]] Factor: 1.25&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Bleeding wounds are automatically tended at ??? quality {{Check Tag|Details|Seems to be roughly equal to tending with industrial medicine and a 0 skill doctor, with tends ranging from 2-70%, I suspect 70% is a cap but doubt 2% is a minimum, probably has a range of 0-70, needs more testing}} within mere seconds {{Check Tag|Details|Exact time unknown, but wounds have been confirmed to heal in as little as 8 seconds}}.&lt;br /&gt;
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being slightly more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial medicine, in a clean hospital).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''&lt;br /&gt;
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.&lt;br /&gt;
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* +20% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* +40% [[Psychic Sensitivity]]&lt;br /&gt;
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
** [[Family_planning#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* Mood:&lt;br /&gt;
** Removes: Naked: -6&lt;br /&gt;
** Removes: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Hand&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Accuracy factor (long) ×25%&lt;br /&gt;
** Accuracy factor (medium) ×50%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. &lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Work speed is unaffected by darkness.&lt;br /&gt;
** Movement speed is unaffected by darkness (not mentioned by the in-game description).&lt;br /&gt;
* Mood:&lt;br /&gt;
** Removes: Darkness: -5&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Slow learner]]&lt;br /&gt;
* Fertility: {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed:]] {{Bad|×85%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' &lt;br /&gt;
----&lt;br /&gt;
* Raw nutrition multiplier ×180%&lt;br /&gt;
* Removes [[mood]]: Ate raw food: -7&lt;br /&gt;
* Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Lifespan factor ×80%&lt;br /&gt;
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
** Cancer rate factor ×300%&lt;br /&gt;
** Immunity gain speed ×96%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Lifespan factor ×60%&lt;br /&gt;
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
** Cancer rate factor ×500%&lt;br /&gt;
** Immunity gain speed ×92%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.'' &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Gain stat bonuses when exposed to pollution. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Stagger time multiplier ×0%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]]: {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]]: {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ? &lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mood==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| - &lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] Factor: {{Good|0.1}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. &lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
**Tox gas immunity&lt;br /&gt;
&lt;br /&gt;
*Mood:&lt;br /&gt;
**Removes: Toxic fallout: -5&lt;br /&gt;
**Removes: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×90%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| ?&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* {{Bad|×80%}} [[Move Speed]] while in sunlight.&lt;br /&gt;
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| ?&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Violence==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judges people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
---- &lt;br /&gt;
*Causes need: Kill satiety&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent&lt;br /&gt;
** Will never prison break&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200%&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
----&lt;br /&gt;
*Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×180%&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×140%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* Sleep fall rate ×40%&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables need: Sleep&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cosmetic==&lt;br /&gt;
{{Stub|section=1|reason=Missing natural colors and hairs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| Carriers of this gene grow hair on the head very quickly.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greyless hair&amp;quot;&lt;br /&gt;
! Greyless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| Carriers of this gene keep their natural hair color as they age.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| Carriers of this gene always have thick facial hair, even women.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| Carriers of this gene grow raised ridges of skin on their face.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| Carriers of this gene grow long, floppy hound-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| Carriers of this gene have cat-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human noses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| Carriers of this gene have pig-like snouts.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| Carriers of this gene have regularly-shaped jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| Carriers of this gene have a pinched, gaunt appearance in their face and head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human skulls.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| Carriers of this gene grow two small horns protruding from the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| Carriers of this gene grow a single horn protruding from the center of the forehead.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
{{Recode|section=1|reason=Split into individul skills}}&lt;br /&gt;
There are one of each of these for each skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from skill.&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to the skill.&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Alcohol tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Smokeleaf tolerance build-up: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite tolerance build-up: -100% &lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.&lt;br /&gt;
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.&lt;br /&gt;
* Specific drug addiction factor: x0%&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Genes that are restricted for specific xeno humans will cause a bug if its present at humans not belonging to said xeno races. (i.e: unable to draft){{Check Tag|Clarify|I cannot understand what this is trying to say. I can't even say if its wrong/been fixed because I'm not sure what &amp;quot;Genes that are restricted for specific xeno humans&amp;quot; even means}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.&lt;br /&gt;
**Many genes now give direct boosts, instead of forcing traits allowing them to stack:&lt;br /&gt;
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}. &lt;br /&gt;
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.&lt;br /&gt;
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.&lt;br /&gt;
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{---|5}} to {{---|10}}.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_tailor_bench&amp;diff=68033</id>
		<title>Electric tailor bench</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_tailor_bench&amp;diff=68033"/>
		<updated>2020-03-04T04:23:43Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Added comparative values.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Electric tailoring bench&lt;br /&gt;
|image = TableTailor.png|Electric tailoring bench&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = &amp;quot;A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 40% of normal speed.&amp;quot;&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 1|3&lt;br /&gt;
|hp = 180&lt;br /&gt;
|power = -120&lt;br /&gt;
|facility = tool cabinet&lt;br /&gt;
|buy = {{icon|steel|50}} + {{icon|buildingmat|75}} + {{icon|component|3}}&lt;br /&gt;
|sell = {{icon|metal|37}} + {{icon|buildingmat|56}} + {{icon|component|3}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Info|The '''electric tailoring bench''' is used by [[Menus#Tailor|tailors]] to produce [[clothing]]. It can still operate without electricity, but at a reduced production speed slower than that of its non-electric counterpart, the [[hand-tailoring bench]].}}Like other production stations, a bill must be created to specify what items are to be produced and what [[textiles]] may be used. Materials that may be used are [[leather]], [[cloth]], [[devilstrand]], and [[hyperweave]]. Each clothing item produced has a certain quality depending on the crafting skill of the colonist (see [[quality]] for a detailed chart). An item's market value, deterioration rate, defense rating and temperature resistance are all determined by the material substance and crafting quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grown cloth is the baseline material used for tailoring, being easy to grow and providing mundane stats across the board. Devilstrand by comparison provides much better protection, but is extremely difficult and slow to grow and not useful for equipping a starting colony. Leather based apparel typically has improved defense ratings while domesticated animal wool has excellent temperature tolerance for extreme climates. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a tailoring job is interrupted for any reason the crafter will drop the piece, usually on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished apparel which allows the player to control where they are stored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An effective tool for ensuring that only quality garments from a tailoring bench are retained is to set your colonists to only wear clothes above a certain quality level using the 'Assign' tab. This way, you can ensure they only wear the best clothes, while leaving the inferior quality clothes to sell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Up to two nearby [[tool cabinet]]s can be connected to an electric tailoring bench to increase work speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Clothing items that can be crafted'''&lt;br /&gt;
! Item !! Work Amount !! Materials Needed !! Weight !! Materials !! Base Market Value !! Value/Work !! Value/Materials !! Value/Weight&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]] || 30 || 20 || 0.14 || All Textiles || 36.48 || 1.22 || 1.82 || 260.57&lt;br /&gt;
|-&lt;br /&gt;
| [[Button-down shirt]] || 45 || 45 || 0.30 || All Textiles || 77.22 || 1.72 || 1.72 || 257.40&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]] || 30 || 25 || 0.14 || All Textiles || 43.98 || 1.47 || 1.76 || 314.14&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]] || 167 || 80 || 2.20 || All Textiles || 156.00 || 0.93 || 1.95 || 70.90&lt;br /&gt;
|-&lt;br /&gt;
| [[Jacket]] || 117 || 70 || 1.70 || All Textiles || 130.20 || 1.11 || 1.86 || 76.59&lt;br /&gt;
|-&lt;br /&gt;
| [[Lady's Hat]] / [[Top Hat]] || 30|| 25 || 0.1 || All Textiles || 56.48 || 1.88 || 2.26 || 564.8&lt;br /&gt;
|-&lt;br /&gt;
| [[Pants]] || 27 || 40 || 0.50 || All Textiles || 65.76 || 2.44 || 1.64 || 131.52&lt;br /&gt;
|-&lt;br /&gt;
| [[Parka]] || 134 || 80 || 3.80 || All Textiles || 148.80 || 1.11 || 1.86 || 39.16&lt;br /&gt;
|-&lt;br /&gt;
| [[T-shirt]] || 27 || 40 || 0.25 || All Textiles || 65.76 || 2.44 || 1.64 || 263.04&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribalwear]] || 30 || 60 || 0.40 || All Textiles || 96.48 || 3.22 || 1.61 || 241.20&lt;br /&gt;
|-&lt;br /&gt;
| [[Tuque]] || 20 || 25 || 0.07 || Only fabrics, no leather || 41.82 || 2.09 || 1.67 || 597.43&lt;br /&gt;
|-&lt;br /&gt;
| [[Royal Vest]] / [[Corset]] || 50 || 45 || 0.75 || All Textiles || 100.80 || 2.02 || 2.24 || 134.40&lt;br /&gt;
|-&lt;br /&gt;
| [[Royal Robe]] || 67|| 40 || 0.75 || All Textiles|| 94.40 || 1.41 || 2.36|| 125.87&lt;br /&gt;
|-&lt;br /&gt;
| [[Ruffle Shirt]] || 45 || 45 || 0.25 || All Textiles || 99.72 || 2.22|| 2.22 || 398.88&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Construction requirements include steel and components. The principal material can be wood or any kind of metal. The material chosen does not affect the speed to tailor clothing items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Name !! Cost !! Hit Points !! Flammability (%) !! Beauty !! Work to Build&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; font-weight:bold&amp;quot; | Steel electric tailoring bench || {{icon|steel|125}} + {{icon|component|3}} || 180 || 20 || 0 || 42&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; font-weight:bold&amp;quot; | Plasteel electric tailoring bench || {{icon|steel|50}} + {{icon|component|3}} + {{icon|plasteel|75}} || 505 || 10 || 0 || 84&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; font-weight:bold&amp;quot; | Wood electric tailoring bench || {{icon|steel|50}} + {{icon|component|3}} + {{icon|wood|75}} || 90 || 100 || 0 || 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; font-weight:bold&amp;quot; | Gold electric tailoring bench || {{icon|steel|50}} + {{icon|component|3}} + {{icon|gold|750}} || 108 || 20 || 0 || 55&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; font-weight:bold&amp;quot; | Silver electric tailoring bench || {{icon|steel|50}} + {{icon|component|3}} + {{icon|silver|750}} || 126 || 20 || 0 || 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; font-weight:bold&amp;quot; | Uranium electric tailoring bench || {{icon|steel|50}} + {{icon|component|3}} + {{icon|uranium|750}} || 450 || 0 || 0 || 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_tailor_bench&amp;diff=68032</id>
		<title>Electric tailor bench</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_tailor_bench&amp;diff=68032"/>
		<updated>2020-03-04T04:18:02Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Adding values for Noble / Royal Clothes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Electric tailoring bench&lt;br /&gt;
|image = TableTailor.png|Electric tailoring bench&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = &amp;quot;A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 40% of normal speed.&amp;quot;&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 1|3&lt;br /&gt;
|hp = 180&lt;br /&gt;
|power = -120&lt;br /&gt;
|facility = tool cabinet&lt;br /&gt;
|buy = {{icon|steel|50}} + {{icon|buildingmat|75}} + {{icon|component|3}}&lt;br /&gt;
|sell = {{icon|metal|37}} + {{icon|buildingmat|56}} + {{icon|component|3}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Info|The '''electric tailoring bench''' is used by [[Menus#Tailor|tailors]] to produce [[clothing]]. It can still operate without electricity, but at a reduced production speed slower than that of its non-electric counterpart, the [[hand-tailoring bench]].}}Like other production stations, a bill must be created to specify what items are to be produced and what [[textiles]] may be used. Materials that may be used are [[leather]], [[cloth]], [[devilstrand]], and [[hyperweave]]. Each clothing item produced has a certain quality depending on the crafting skill of the colonist (see [[quality]] for a detailed chart). An item's market value, deterioration rate, defense rating and temperature resistance are all determined by the material substance and crafting quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grown cloth is the baseline material used for tailoring, being easy to grow and providing mundane stats across the board. Devilstrand by comparison provides much better protection, but is extremely difficult and slow to grow and not useful for equipping a starting colony. Leather based apparel typically has improved defense ratings while domesticated animal wool has excellent temperature tolerance for extreme climates. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a tailoring job is interrupted for any reason the crafter will drop the piece, usually on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished apparel which allows the player to control where they are stored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An effective tool for ensuring that only quality garments from a tailoring bench are retained is to set your colonists to only wear clothes above a certain quality level using the 'Assign' tab. This way, you can ensure they only wear the best clothes, while leaving the inferior quality clothes to sell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Up to two nearby [[tool cabinet]]s can be connected to an electric tailoring bench to increase work speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Clothing items that can be crafted'''&lt;br /&gt;
! Item !! Work Amount !! Materials Needed !! Weight !! Materials !! Base Market Value !! Value/Work !! Value/Materials !! Value/Weight&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]] || 30 || 20 || 0.14 || All Textiles || 36.48 || 1.22 || 1.82 || 260.57&lt;br /&gt;
|-&lt;br /&gt;
| [[Button-down shirt]] || 45 || 45 || 0.30 || All Textiles || 77.22 || 1.72 || 1.72 || 257.40&lt;br /&gt;
|-&lt;br /&gt;
| [[Corset]] || 50 || 45 || 0.75 || All Textiles || 100.08 || ??? || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]] || 30 || 25 || 0.14 || All Textiles || 43.98 || 1.47 || 1.76 || 314.14&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]] || 167 || 80 || 2.20 || All Textiles || 156.00 || 0.93 || 1.95 || 70.90&lt;br /&gt;
|-&lt;br /&gt;
| [[Jacket]] || 117 || 70 || 1.70 || All Textiles || 130.20 || 1.11 || 1.86 || 76.59&lt;br /&gt;
|-&lt;br /&gt;
| [[Lady's Hat / Top Hat]] || 30|| 25 || 0.1 || All Textiles || 56.48 || ??? || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
| [[Pants]] || 27 || 40 || 0.50 || All Textiles || 65.76 || 2.44 || 1.64 || 131.52&lt;br /&gt;
|-&lt;br /&gt;
| [[Parka]] || 134 || 80 || 3.80 || All Textiles || 148.80 || 1.11 || 1.86 || 39.16&lt;br /&gt;
|-&lt;br /&gt;
| [[T-shirt]] || 27 || 40 || 0.25 || All Textiles || 65.76 || 2.44 || 1.64 || 263.04&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribalwear]] || 30 || 60 || 0.40 || All Textiles || 96.48 || 3.22 || 1.61 || 241.20&lt;br /&gt;
|-&lt;br /&gt;
| [[Tuque]] || 20 || 25 || 0.07 || Only fabrics, no leather || 41.82 || 2.09 || 1.67 || 597.43&lt;br /&gt;
|-&lt;br /&gt;
| [[Royal Vest / Corset]] || 50 || 45 || 0.75 || All Textiles || 100.80 || ??? || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
| [[Royal Robe]] || 67|| 40 || 0.75 || All Textiles|| 94.40 || ??? || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
| [[Ruffle Shirt]] || 45 || 45 || 0.25 || All Textiles || 99.72 || ??? || ??? || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Construction requirements include steel and components. The principal material can be wood or any kind of metal. The material chosen does not affect the speed to tailor clothing items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Name !! Cost !! Hit Points !! Flammability (%) !! Beauty !! Work to Build&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; font-weight:bold&amp;quot; | Steel electric tailoring bench || {{icon|steel|125}} + {{icon|component|3}} || 180 || 20 || 0 || 42&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; font-weight:bold&amp;quot; | Plasteel electric tailoring bench || {{icon|steel|50}} + {{icon|component|3}} + {{icon|plasteel|75}} || 505 || 10 || 0 || 84&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; font-weight:bold&amp;quot; | Wood electric tailoring bench || {{icon|steel|50}} + {{icon|component|3}} + {{icon|wood|75}} || 90 || 100 || 0 || 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; font-weight:bold&amp;quot; | Gold electric tailoring bench || {{icon|steel|50}} + {{icon|component|3}} + {{icon|gold|750}} || 108 || 20 || 0 || 55&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; font-weight:bold&amp;quot; | Silver electric tailoring bench || {{icon|steel|50}} + {{icon|component|3}} + {{icon|silver|750}} || 126 || 20 || 0 || 50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; font-weight:bold&amp;quot; | Uranium electric tailoring bench || {{icon|steel|50}} + {{icon|component|3}} + {{icon|uranium|750}} || 450 || 0 || 0 || 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=61973</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=61973"/>
		<updated>2018-12-29T04:05:50Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Naming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
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&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild animals occasionally spawn on the map according to the [[biomes|biome]] and from random events. These wild animals and tamed animals will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw_food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Raiders will target tamed animals as often as colonists.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} animal trainers receive 90 XP per training attempt, which is increased from 60 in Alpha 13. Taming an animal also grants 90 XP per attempt, which previously did not occur. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals Tab ==&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.&lt;br /&gt;
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. &lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master.&lt;br /&gt;
* [[Zone/Area#Allowed_area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the tab opens a window to edit allowed areas.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} several features have been added to the Animals tab:&lt;br /&gt;
* Gender and life stage informational columns&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column to allow easy slaughtering of multiple tamed animals at once&lt;br /&gt;
* Checkbox columns for each trainable skill to allow easy training of many animals&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animals appear to have no limbs, just as colonists do.&lt;br /&gt;
&lt;br /&gt;
Some animals have different appearances between males and females.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.&lt;br /&gt;
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness.&lt;br /&gt;
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and may even leave their allowed area.&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
Occasionally tamed males will approach a tamed female of the same species to initiate mating. The female will stand there, allowing males to mate with her. Afterwards the female can get pregnant.&amp;lt;br&amp;gt;&lt;br /&gt;
More than one male can mate with the same female at once.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals will turn and attack instead of fleeing.&lt;br /&gt;
&lt;br /&gt;
If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee.  A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn.  It could mean the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
== Breeding ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live Birth ===&lt;br /&gt;
Female animals that give live birth become pregnant when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.&lt;br /&gt;
&lt;br /&gt;
Live births produce amniotic fluid (see [[Filth]]).&lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.&lt;br /&gt;
&lt;br /&gt;
{{asof|A17}} animals can breed with their own family members again.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style: solid; border-width: 0px; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; | Pregnancy progresses in stages.&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Early stage (hidden) &lt;br /&gt;
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Middle stage&lt;br /&gt;
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Late stage&lt;br /&gt;
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Full term&lt;br /&gt;
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}}. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{temperature|1}} to {{temperature|49}}.&lt;br /&gt;
: Eggs may start to overheat at/above {{temperature|50}}.&lt;br /&gt;
: Eggs may start to freeze at/below {{temperature|0}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and the [[thrumbo]] can eat trees, in addition to other plant-based foods.&lt;br /&gt;
&lt;br /&gt;
Due to meal ingredient tags not being recorded for animal diets, it's possible to feed a carnivore some potatoes and a herbivore, well, the meat from another member of it's species, just make sure to cook the food in question before making an animal disobey it's diet.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia). They feel pain, and have all of the different health stats that human pawns possess. Needs to have an animal bed (or sleeping spot) to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons. After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it`s raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* When hunting close to your home area, it's safer to manually draft a colonist closer to the animal instead of just using the hunt order. Since hunters attempt to keep distance from targets, it is very likely other colonists will walk through the firing range and get injured from friendly fire.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge due to manhunting, early stage colonies may easily become overrun, getting all colonist downed by their attacks. But down is not out. While all colonists are downed, players may instantly think of loading the latest autosave and re-try (aka. save-scumming), but that`s unnecessary and unchallenging. Eventually, one or more of your colonists may recover from incapacitation. With luck on favor, this miracle may take place at nightfall, when wildlife sleeps (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter revenge status of the horde will dissipate overnight.&lt;br /&gt;
&lt;br /&gt;
== Life Stages ==&lt;br /&gt;
Animals all have three different life stages. Animals have different graphics for different life stages, or may simply appear smaller. Animals start out as babies and their age is listed as minutes, hours, or months. Some animals have a specific name for this stage (e.g chick). They then move on to juveniles (teenagers). Eventually, they reach the final life stage, adulthood. In the stages before adulthood, animals have lower stats (body size, health scale, mass, carrying capacity, move speed, hunger rate, meat amount, leather amount, market value) that normalize when they reach adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Depending on the species, animals will need to reach the juvenile or adult stage before they can reproduce.&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfill their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame button. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], and [[Health#Talking|talking]]. When a handler fails to tame an animal there is a cooldown period before another attempt can be made and there's a small chance it will turn manhunter and start attacking the handler and others. After a while the handler may drop unused food. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance of the animal will self-tame and bond with the colonist, regardless of wildness.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
&lt;br /&gt;
Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...&lt;br /&gt;
&lt;br /&gt;
* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's handling skill requirement is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Tamed animals can be trained by colonists. With Obedience trained, they will follow their master around if designated to do so.&lt;br /&gt;
&lt;br /&gt;
Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.&lt;br /&gt;
&lt;br /&gt;
Occasionally, animals can nuzzle colonists, giving the colonist a mood buff and allowing the animal to be named. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they nuzzle a colonist, or form a bond with them. Names can be changed by the player from the &amp;quot;Training&amp;quot; Tab.&lt;br /&gt;
&lt;br /&gt;
Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.&lt;br /&gt;
&lt;br /&gt;
Once Obedience is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train.&lt;br /&gt;
&lt;br /&gt;
After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
{{:List of animal skills}}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Obedience is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master.&lt;br /&gt;
&amp;lt;br&amp;gt;This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Release trained, animals can be released to attack threats from a distance.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Eggs.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]&lt;br /&gt;
| ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Pack animals ===&lt;br /&gt;
Four animals, the [[Elephant]], [[Muffalo]], [[Dromedary]], and [[Alpaca]] can be used as pack animals and will carry items in [[caravan]]s even though they cannot haul. They have a capacity of 140 kg, 73.5 kg, 70 kg, and 35 kg respectively, and can graze meaning they don't usually require food.&lt;br /&gt;
&lt;br /&gt;
When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but rarely do so. Since Alpha 16, animals can nuzzle patients in bed.&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[Trade|traders]]. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. If you need to raise a lot of animals at once, e.g. an exponentially growing group of [[chicken]]s, you will need to grow haygrass to sustain them all.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.15 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat.&lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat. &lt;br /&gt;
&lt;br /&gt;
==== Bird coop ====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Chickens coop.png|An improvised chicken coop for chickens who just joined without &amp;quot;Taming&amp;quot;.&lt;br /&gt;
File:Chickens released from coop to feed.png|Turkeys released from coop to feed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Birds in general, migrate following weather, leaving the map when conditions are unsuitable. If you happen to have some in your colony, you will need to take care of them during winter as they are vulnerable to cold weather and may lose body parts to frostbite. Each according to their age will be more tolerant to cold. Construct a room with roof and a heater to keep them warm. They will need to be fed, either by creating an area to stock hay or free them during daytime so they can eat grass. They must be commanded to return before nightfall or risk being frozen (just returning to sleep isn't enough).&lt;br /&gt;
&lt;br /&gt;
Birds will eventually produce eggs, make sure your main freezer settings doesn't allow fertilized eggs if you intend to keep them reproducing. You can create another stockpile zone within the chicken coop so that the eggs remain where they were placed by the birds themselves.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed. This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room.&lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey animals should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks.&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Meat&amp;diff=61128</id>
		<title>Meat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Meat&amp;diff=61128"/>
		<updated>2018-11-11T17:49:28Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: /* Human meat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Raw Food&lt;br /&gt;
| image = MeatBig_cropped&lt;br /&gt;
| description = Raw meat.&lt;br /&gt;
| beauty base = -20&lt;br /&gt;
| deterioration rate base = 6&lt;br /&gt;
| flammability base = 0.5&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
| market value base = 2&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
}}&lt;br /&gt;
'''Meat''' is one of the primary sources of [[food]], obtained by [[butcher table|butchering]] the corpses of [[animals]] (and possibly humans). It can be used alone to produce simple [[meals]], or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. As a raw food item, colonists [[Thoughts#Memory_Eating|dislike]] eating uncooked meat.&lt;br /&gt;
&lt;br /&gt;
Each stack of meat is labeled to identify the species it came from. In most cases, the properties of meat do not differ by species and the stats on this page apply to all of them. There are two exceptions, however.&lt;br /&gt;
&lt;br /&gt;
=== Insect meat ===&lt;br /&gt;
&lt;br /&gt;
Colonists consider insect meat disgusting, and will suffer the &amp;quot;Ate cooked insect meat&amp;quot; bad thought (-3 mood) when eating meals made with it. Cooking it into a [[fine meal]] (+5 mood) offsets this penalty for a total of +2 mood, making cooking insect meat worthwhile if a colony's food supplies are low. By default, cooks will not cook with insect meat, but you can make them do so by allowing insect meat in cooking [[bill]]s. Eating uncooked insect meat is worse, but not nearly as bad as ...&lt;br /&gt;
&lt;br /&gt;
=== Human meat ===&lt;br /&gt;
&lt;br /&gt;
Much like insect meat, colonists are generally opposed to consuming human flesh, so much so that your cooks will not butcher human corpses by default. Unless your butcher enjoys the &amp;quot;Psychopath,&amp;quot; &amp;quot;Bloodlust,&amp;quot; or &amp;quot;Cannibal&amp;quot; traits, butchering humanlike corpses generates a long-lasting -6 mood bad thought and even other colonists who didn't do the butchering suffer a mood debuff.&lt;br /&gt;
&lt;br /&gt;
Only colonists with the Cannibal trait will appreciate the meal, while all others will get hammered with a -20 mood bad thought. Consider all other options before resorting to cannibalism to keep your colony up and running. To prevent the additional Raw Cannibalism debuff, always cook it first. You might choose to suffer the additional penalty to put it through a [[nutrient paste dispenser]] until you can obtain more food (causing the milder, but still unfortunate, &amp;quot;Cooked Cannibalism&amp;quot; debuff).&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Iguana&amp;diff=61127</id>
		<title>Iguana</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Iguana&amp;diff=61127"/>
		<updated>2018-11-11T17:32:11Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|A14D}}&amp;lt;onlyinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{infobox main|animal|&lt;br /&gt;
|name = Iguana&lt;br /&gt;
|image = Iguana.png&lt;br /&gt;
|description = &amp;quot;These large lizards normally feed on plant matter. However, when angered, their tough hide and sharp claws make them quite dangerous.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Wild&lt;br /&gt;
|bodysize = 0.20&lt;br /&gt;
|healthscale = 0.50&lt;br /&gt;
|movespeed = 3.00&lt;br /&gt;
|attack1dmg = 8&lt;br /&gt;
|attack1type = scratch&lt;br /&gt;
|attack1part = front left claws&lt;br /&gt;
|attack1cool = 100&lt;br /&gt;
|attack2dmg = 8&lt;br /&gt;
|attack2type = scratch&lt;br /&gt;
|attack2part = front right claws&lt;br /&gt;
|attack2cool = 100&lt;br /&gt;
|attack3dmg = 10&lt;br /&gt;
|attack3type = bite&lt;br /&gt;
|attack3part = teeth&lt;br /&gt;
|attack3cool = 100&lt;br /&gt;
|attack4dmg = 10&lt;br /&gt;
|attack4type = head attack tool&lt;br /&gt;
|attack4part = head&lt;br /&gt;
|attack4cool = 100&lt;br /&gt;
|leathername = lizard skin&lt;br /&gt;
|eggsmin = 1&lt;br /&gt;
|eggsmax = 2&lt;br /&gt;
|eggs_avg = 1.5&lt;br /&gt;
|eggtime = 10&lt;br /&gt;
|manhunter = .0125&lt;br /&gt;
|hungerrate = 0.28&lt;br /&gt;
|diet = omnivorous&lt;br /&gt;
|trainable = simple&lt;br /&gt;
|wildness = 0.50&lt;br /&gt;
|handleskill = 3&lt;br /&gt;
|gestation = 14&lt;br /&gt;
|lifespan = 12&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_desert = true&lt;br /&gt;
|livesin_extremedesert = true&lt;br /&gt;
|maturityage = 0.35+&lt;br /&gt;
|marketvalue = 100&lt;br /&gt;
|massadult = 19.6&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Iguanas''' are solitary omnivorous lizards that live in the warm dry climates of the arid shrubland, desert, and extreme desert. Despite their small size, their scratch and bite attacks are twice that of the [[squirrel]]'s.}}&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
Iguanas can be trained as follows:&lt;br /&gt;
&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Iguana&amp;diff=61126</id>
		<title>Iguana</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Iguana&amp;diff=61126"/>
		<updated>2018-11-11T17:30:39Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Updated to reflect some changed values in 1.0 defs in RACES_ANIMAL_ARIX.xml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|A14D}}&amp;lt;onlyinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{infobox main|animal|&lt;br /&gt;
|name = Iguana&lt;br /&gt;
|image = Iguana.png&lt;br /&gt;
|description = &amp;quot;These large lizards normally feed on plant matter. However, when angered, their tough hide and sharp claws make them quite dangerous.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Wild&lt;br /&gt;
|bodysize = 0.28&lt;br /&gt;
|healthscale = 0.50&lt;br /&gt;
|movespeed = 3.23&lt;br /&gt;
|attack1dmg = 8&lt;br /&gt;
|attack1type = scratch&lt;br /&gt;
|attack1part = front left claws&lt;br /&gt;
|attack1cool = 100&lt;br /&gt;
|attack2dmg = 8&lt;br /&gt;
|attack2type = scratch&lt;br /&gt;
|attack2part = front right claws&lt;br /&gt;
|attack2cool = 100&lt;br /&gt;
|attack3dmg = 10&lt;br /&gt;
|attack3type = bite&lt;br /&gt;
|attack3part = teeth&lt;br /&gt;
|attack3cool = 100&lt;br /&gt;
|attack4dmg = 10&lt;br /&gt;
|attack4type = head attack tool&lt;br /&gt;
|attack4part = head&lt;br /&gt;
|attack4cool = 100&lt;br /&gt;
|leathername = iguana skin&lt;br /&gt;
|eggsmin = 1&lt;br /&gt;
|eggsmax = 2&lt;br /&gt;
|eggs_avg = 1.5&lt;br /&gt;
|eggtime = 10&lt;br /&gt;
|manhunter = .0125&lt;br /&gt;
|hungerrate = 0.28&lt;br /&gt;
|diet = omnivorous&lt;br /&gt;
|trainable = simple&lt;br /&gt;
|wildness = 0.50&lt;br /&gt;
|handleskill = 3&lt;br /&gt;
|gestation = 14&lt;br /&gt;
|lifespan = 12&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_desert = true&lt;br /&gt;
|livesin_extremedesert = true&lt;br /&gt;
|maturityage = 0.35+&lt;br /&gt;
|marketvalue = 100&lt;br /&gt;
|massadult = 19.6&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Iguanas''' are solitary omnivorous lizards that live in the warm dry climates of the arid shrubland, desert, and extreme desert. Despite their small size, their scratch and bite attacks are twice that of the [[squirrel]]'s.}}&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
Iguanas can be trained as follows:&lt;br /&gt;
&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild]]&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=60661</id>
		<title>Template:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=60661"/>
		<updated>2018-10-21T22:12:49Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Fixed the query elsewhere, reverting my changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt; animal = c_08 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; plant = c_14 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; weapon = c_06 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; area = c_11 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; structure = c_02 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; production = c_25 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; security = c_10 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; furniture = c_01 |&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}}} {{#if:{{{2|}}}|{{{2}}}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;{{{name|{{BASEPAGENAME}}}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;{{{name|{{BASEPAGENAME}}}}}&amp;quot;&amp;gt;{{#if:{{{image|}}}|[[File:{{{image|}}}|{{{imagesize|}}}|link={{{name|{{BASEPAGENAME}}}}}|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]|[[File:{{{name|{{BASEPAGENAME}}}}}.png|link=|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}&amp;lt;/p&amp;gt;{{#set:Image = [[File:{{{image|{{PAGENAME}}.png}}}]]}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if:{{{name|{{BASEPAGENAME}}}}}|{{#set:Name = {{{name|{{BASEPAGENAME}}}}} }}}}&lt;br /&gt;
;Type&lt;br /&gt;
:[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} |&amp;amp;#32;&amp;amp;ndash;&amp;amp;#32; [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}&lt;br /&gt;
;Placeable&lt;br /&gt;
:{{{placeable|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}&lt;br /&gt;
;Rotatable&lt;br /&gt;
:{{{rotatable|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}}| {{#if:{{{4}}}|{{#set:Size = {{{size|}}}&amp;amp;nbsp;ˣ&amp;amp;nbsp;{{{4|}}} }}|{{#set:Size = {{{size}}} }} }}&lt;br /&gt;
;Size&lt;br /&gt;
:{{#show: {{PAGENAME}} |?Size |link=none}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{efficiency|}}}|{{#set:Efficiency= {{{efficiency|}}} }}&lt;br /&gt;
;Efficiency&lt;br /&gt;
:{{{efficiency|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}&lt;br /&gt;
;HP&lt;br /&gt;
:{{{hp|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deterioration|}}}|{{#set:Deterioration Rate Base = {{{deterioration|}}} }}&lt;br /&gt;
;Deterioration Rate&lt;br /&gt;
:{{{deterioration|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to make|}}}|{{#set:Work To Make = {{{work to make|}}} }}&lt;br /&gt;
;Work To Make&lt;br /&gt;
:{{{work to make|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{marketvalue|}}}|{{#set: Market Value Base = {{{marketvalue|}}} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{{marketvalue|}}}&amp;amp;nbsp;{{Icon Small|silver}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty|}}}|{{#set:Beauty Base = {{{beauty|}}} }}&lt;br /&gt;
;Beauty&lt;br /&gt;
:[[Beauty Base::{{{beauty|}}}]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mass base|}}}|{{#set:Mass Base = {{{mass base|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{mass base|}}} kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability|}}}|{{#set:Flammability Base = {{{flammability|}}} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:{{#expr:{{{flammability|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minimum skill|}}}|{{#set:Minimum skill = {{{minimum skill|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{minimum skill|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Apparel--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcold|}}}|{{#set:Insulation - Cold Base= {{{insulationcold|}}} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:{{{insulationcold|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:{{{insulationheat|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:{{{armorblunt|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:{{{armorsharp|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:{{{armorheat|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{painshockthreshold|}}}|{{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }}&lt;br /&gt;
;Pain Shock Threshold&lt;br /&gt;
:{{{painshockthreshold|}}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{walkSpeed|}}}|{{#set:Move Speed Base = {{{walkSpeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{walkSpeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{movespeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massyoung|{{{massadult|}}}}}}|{{#set:Mass - Young= {{{massyoung|{{#expr:{{{massadult}}}/4}}}}} }}&lt;br /&gt;
;Mass - Young&lt;br /&gt;
:{{{massyoung|{{#expr:{{{massadult}}}/4}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massjuvenlie|{{{massadult|}}}}}}|{{#set:Mass - Juvenile= {{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} }}&lt;br /&gt;
;Mass - Juvenile&lt;br /&gt;
:{{{massjuvenlie|{{#expr:{{{massadult}}}/2}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massadult|}}}|{{#set:Mass - Adult= {{{massadult|}}} }}&lt;br /&gt;
;Mass - Adult&lt;br /&gt;
:{{{massadult|}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{attack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{attack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{attack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 1 DPS = {{#var: Attack1DPS}} }}&lt;br /&gt;
;Attack{{#if: {{{attack2dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{attack1part|Body part?}}}&amp;lt;br&amp;gt;{{{attack1dmg|?}}} dmg ({{{attack1type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack1cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1stun|}}}|{{#set:Attack 1 Stun = {{{attack1stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack1stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{attack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{attack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{attack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 2 DPS = {{#var: Attack2DPS}} }}&lt;br /&gt;
;Attack 2&lt;br /&gt;
:{{{attack2part|Body part?}}}&amp;lt;br&amp;gt;{{{attack2dmg|?}}} dmg ({{{attack2type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack2cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2stun|}}}|{{#set:Attack 2 Stun = {{{attack2stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack2stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{attack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{attack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{attack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 3 DPS = {{#var: Attack3DPS}} }}&lt;br /&gt;
;Attack 3&lt;br /&gt;
:{{{attack3part|Body part?}}}&amp;lt;br&amp;gt;{{{attack3dmg|?}}} dmg ({{{attack3type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack3cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3stun|}}}|{{#set:Attack 3 Stun = {{{attack3stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack3stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|&lt;br /&gt;
  {{#set:Attack 4 Damage = {{{attack4dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Type = {{{attack4type|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Part = {{{attack4part|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 4 DPS = {{#var: Attack4DPS}} }}&lt;br /&gt;
;Attack 4&lt;br /&gt;
:{{{attack4part|Body part?}}}&amp;lt;br&amp;gt;{{{attack4dmg|?}}} dmg ({{{attack4type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack4cool|0}}}}} on first strike}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack4stun|0}}}*20}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: Attack4DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}})/4 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}})/3 * 0.62 round 2}} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: Attack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}})/2 * 0.62 round 2}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: Attack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MobAverageDPS | {{#expr: {{#var: Attack1DPS}} * 0.62 round 2}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage|}}}|{{#set:Melee Damage Base = {{{mobdamage|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype|}}}|{{#set:Melee Damage Def = {{{mobdamagetype|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage2|}}}|{{#set:Melee Damage Base = {{{mobdamage2|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype2|}}}|{{#set:Melee Damage Def = {{{mobdamagetype2|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage3|}}}|{{#set:Melee Damage Base = {{{mobdamage3|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype3|}}}|{{#set:Melee Damage Def = {{{mobdamagetype3|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamageaverage|}}}|{{#set:Average Melee Damage = {{{mobdamageaverage|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Animals |&lt;br /&gt;
  {{#if: {{{meatname|}}}|&lt;br /&gt;
    {{#vardefine: MeatName | {{{meatname|}}}}}{{#set: Meat Name = {{{meatname|}}} }}|&lt;br /&gt;
    {{#vardefine: MeatName | {{{name|{{BASEPAGENAME}}}}} meat}}{{#set: Meat Name = {{{name|{{BASEPAGENAME}}}}} meat}} }}&lt;br /&gt;
  {{#if: {{{leathername|}}}|&lt;br /&gt;
    {{#vardefine: LeatherName | {{{leathername|}}}}}{{#set: Leather Name = {{{leathername|}}} }}|&lt;br /&gt;
    {{#vardefine: LeatherName | {{{name|{{BASEPAGENAME}}}}} leather}}{{#set: Leather Name = {{{name|{{BASEPAGENAME}}}}} leather}} }}&lt;br /&gt;
  {{#if: {{{is exotic species|}}}|{{#set: Is Exotic Species = true}}|{{#set: Is Exotic Species = false}}}}|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}}|&lt;br /&gt;
  {{#set: Body Size = {{{bodysize|}}} }}&lt;br /&gt;
  &amp;lt;!-- This section only for when meat yield is overridden in the XML def --&amp;gt;&lt;br /&gt;
  &amp;lt;!-- As of A14, only Thrumbo, Scyther and Centipede should have this param specified --&amp;gt;&lt;br /&gt;
  {{#if: {{{meatyield|}}}|&lt;br /&gt;
    {{#set: Meat Yield = {{{meatyield|}}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{{meatyield|}}}|&lt;br /&gt;
  &amp;lt;!-- Section end --&amp;gt;&lt;br /&gt;
    {{#vardefine: MeatYield | {{#expr: 90 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
    {{#set: Meat Yield = {{#var: MeatYield}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{#var: MeatYield}}}}  [[Meat|{{lc:{{#var: MeatName}}}}]]&lt;br /&gt;
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
  {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}&lt;br /&gt;
;Carrying Capacity&lt;br /&gt;
:{{#var: CarryingCapacity}}&lt;br /&gt;
  {{#if: {{{leathername|}}}|&lt;br /&gt;
    {{#vardefine: LeatherYield | {{#expr: 20 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
    {{#set: Leather Yield = {{#var: LeatherYield}} }}&lt;br /&gt;
;Leather Yield&lt;br /&gt;
:{{#var: LeatherYield}}}} [[{{#var: LeatherName}}|{{lc:{{#var: LeatherName}}}}]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhunter|}}}|{{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter when attacked.|Manhunter Chance}}&lt;br /&gt;
:{{#expr: {{{manhunter|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhuntertame|}}}|{{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter on a failed taming attempt.|Manhunter Chance (Taming)}}&lt;br /&gt;
:{{#expr: {{{manhuntertame|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}&lt;br /&gt;
;Hunger Rate&lt;br /&gt;
:{{{hungerrate|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{diet|}}}|{{#set:Diet ={{{diet|}}} }}&lt;br /&gt;
;Diet&lt;br /&gt;
:{{{diet|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}&lt;br /&gt;
;Life Expectancy&lt;br /&gt;
:{{{lifespan|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{trainable|}}}|{{#set:Trainable Intelligence = {{{trainable|}}} }}&lt;br /&gt;
;Trainable Intelligence&lt;br /&gt;
:{{{trainable|}}}&lt;br /&gt;
{{#switch: {{{trainable|}}}&lt;br /&gt;
| none = {{#set: Can Train Obedience = no |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| simple = {{#set: Can Train Obedience = yes |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| intermediate = {{#set: Can Train Obedience = yes |Can Train Release = yes |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| advanced = {{#set: Can Train Obedience = yes |Can Train Release = yes}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.65|{{#set: Can Train Rescue = yes}}|{{#set: Can Train Rescue = no}}}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.41|{{#set: Can Train Haul = yes}}|{{#set: Can Train Haul = no}}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{handleskill|}}}|{{#set:Minimum Handling Skill = {{{handleskill|}}} }}&lt;br /&gt;
;{{H:title|link=no|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}&lt;br /&gt;
:{{{handleskill|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wildness|}}}|{{#set:Wildness = {{{wildness|}}} }}&lt;br /&gt;
;{{H:title|link=no|Wilder creatures are naturally more difficult to tame, train, and handle.|Wildness}}&lt;br /&gt;
:{{#expr: {{{wildness|}}} * 100 round0}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{predator|}}}|true|{{#set:Is Predator = true}}|}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milk|}}}|{{#set: Milk Amount = {{{milk|}}} }}&lt;br /&gt;
;[[Milk]] Amount&lt;br /&gt;
:{{{milk|}}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milktime|}}}|{{#set: Milking Interval Days = {{{milktime|}}} }}&lt;br /&gt;
{{#set: Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }}&lt;br /&gt;
;Milking Interval&lt;br /&gt;
:{{{milktime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wool|}}}|&lt;br /&gt;
  {{#set: Wool Amount = {{{wool|}}}}}&lt;br /&gt;
  {{#if: {{{woolname|}}}|&lt;br /&gt;
    {{#vardefine: WoolName | {{{woolname|}}}}}{{#set: Wool Name = {{{woolname|}}}}}|&lt;br /&gt;
    {{#vardefine: WoolName | {{{name|{{BASEPAGENAME}}}}} wool}}{{#set: Wool Name = {{{name|{{BASEPAGENAME}}}}} wool}}&lt;br /&gt;
  }}&lt;br /&gt;
;Wool Amount&lt;br /&gt;
:{{{wool|}}} [[{{#var: WoolName}}|{{lc:{{#var: WoolName}}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}&lt;br /&gt;
{{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}&lt;br /&gt;
;Shearing Interval&lt;br /&gt;
:{{{sheartime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}&lt;br /&gt;
{{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}&lt;br /&gt;
;Eggs Per Clutch&lt;br /&gt;
:{{#show: {{PAGENAME}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{PAGENAME}}|?Eggs Per Clutch Maximum|link=none}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggtime|}}}|{{#set: Egg Laying Interval = {{{eggtime|}}} }}&lt;br /&gt;
{{#set: Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }}&lt;br /&gt;
;Egg Laying Interval&lt;br /&gt;
:{{{eggtime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}&lt;br /&gt;
;Gestation Period&lt;br /&gt;
{{#switch: {{{gestation|}}}&lt;br /&gt;
| N/A = :N/A&lt;br /&gt;
| 1 = :{{{gestation|}}} day&lt;br /&gt;
| #default = :{{{gestation|}}} days&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{offspring|}}}|{{#set: Offspring Per Birth = {{{offspring|}}} }}&lt;br /&gt;
;Offspring Per Birth&lt;br /&gt;
:{{{offspring|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{{maturityage|}}} }}&lt;br /&gt;
;Maturity Age&lt;br /&gt;
:{{{maturityage|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{livesin_aridshrubland|}}}|{{#set: Lives in Arid Shrubland = true}} }}&lt;br /&gt;
{{#if: {{{livesin_borealforest|}}}|{{#set: Lives in Boreal Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_desert|}}}|{{#set: Lives in Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_extremedesert|}}}|{{#set: Lives in Extreme Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_icesheet|}}}|{{#set: Lives in Icesheet = true}} }}&lt;br /&gt;
{{#if: {{{livesin_seaice|}}}|{{#set: Lives in Sea Ice = true}} }}&lt;br /&gt;
{{#if: {{{livesin_temperateforest|}}}|{{#set: Lives in Temperate Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalrainforest|}}}|{{#set: Lives in Tropical Rainforest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tundra|}}}|{{#set: Lives in Tundra = true}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Plants--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{growth time|}}}|{{#set:Growth Time = {{{growth time|}}} }}&lt;br /&gt;
;Time to grow&lt;br /&gt;
:{{{growth time|}}} day(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{yield|}}}|&lt;br /&gt;
;Food Yield&lt;br /&gt;
:{{{yield|}}} [[food|food]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wood|}}}|&lt;br /&gt;
;Wood Yield&lt;br /&gt;
:{{{wood|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}&lt;br /&gt;
;Power&lt;br /&gt;
:{{{power|}}}W}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{facility|}}}|{{#set:Facility = {{{facility|}}} }}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build|}}}|{{#set:Work To Build = {{{work to build|}}} }}&lt;br /&gt;
;Work To Build&lt;br /&gt;
:{{{work to build|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{material amount|}}}{{{material name|}}}|{{#set:Material Amount = {{{material amount|}}} }}  {{#set:Material Name= {{{material name|}}} }}&lt;br /&gt;
;Materials &lt;br /&gt;
:{{icon|{{lc:{{{material name|buildingmat}}}}}|{{{material amount|}}}|16&lt;br /&gt;
}}{{#if: {{{material 2 amount|}}}{{{material 2 name|}}}|&lt;br /&gt;
  {{#set:Material 2 Amount = {{{material 2 amount|}}} }}  {{#set:Material 2 Name= {{{material 2 name|}}} }}&lt;br /&gt;
   &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 2 name|component}}}}}|{{{material 2 amount|}}}|16&lt;br /&gt;
  }} {{#if: {{{material 3 amount|}}}{{{material 3 name|}}}|&lt;br /&gt;
    {{#set:Material 3 Amount = {{{material 3 amount|}}} }}    {{#set:Material 3 Name= {{{material 3 name|}}} }}&lt;br /&gt;
     &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 3 name|component}}}}}|{{{material 3 amount|}}}|16&lt;br /&gt;
    }} {{#if: {{{material 4 amount|}}}{{{material 4 name|}}}|&lt;br /&gt;
      {{#set:Material 4 Amount = {{{material 4 amount|}}} }}      {{#set:Material 4 Name= {{{material 4 name|}}} }}&lt;br /&gt;
       &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 4 name|component}}}}}|{{{material 4 amount|}}}|16&lt;br /&gt;
      }} }}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Floors--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{speed|}}}|{{#set:Move Speed Factor = {{{speed|}}} }}&lt;br /&gt;
;Move Speed Factor&lt;br /&gt;
:{{#expr:{{{speed|}}}*100}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Furniture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{immunity gain speed factor|}}}|{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}&lt;br /&gt;
;Immunity Gain Speed Factor&lt;br /&gt;
:{{{immunity gain speed factor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness|}}}|{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:{{{rest effectiveness|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort|}}}|{{#set:Comfort Base = {{{comfort|}}} }}&lt;br /&gt;
;Comfort&lt;br /&gt;
:{{{comfort|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort offset|}}}|{{#set:Comfort Offset = {{{comfort offset|}}} }}&lt;br /&gt;
;Comfort Offset &lt;br /&gt;
:{{{comfort offset|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cover|}}}|{{#set:Cover Effectiveness= {{{cover|}}} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:{{#expr:{{{cover|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Weapons--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} Weapons}}&lt;br /&gt;
;Class&lt;br /&gt;
:[[{{{class|}}} Weapons|{{{class|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{damage|}}}|&lt;br /&gt;
{{#if: {{{damage type|}}}|{{#set:Damage Type = {{{damage type|}}} }}|{{#set:Damage Type = Sharp }} }}&lt;br /&gt;
;Dmg Type&lt;br /&gt;
:{{{damage type|Sharp }}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--the following determines if the item is a melee weapon, else assumes it's ranged, then sets relevant property--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |&lt;br /&gt;
{{#set:Melee Damage Base = {{{damage|}}}&lt;br /&gt;
|Melee Warmup = {{{warmup|}}}&lt;br /&gt;
|Melee Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#set:Damage Base = {{{damage|}}}&lt;br /&gt;
|Aiming Time Base = {{{warmup|}}}&lt;br /&gt;
|Ranged Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
|Weapons/Row/Ranged/NoInclude=False&lt;br /&gt;
}} }} |}}&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{damage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- New melee starting from Beta 18 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{meleeattack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{meleeattack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack{{#if: {{{meleeattack1dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{meleeattack1part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack1dmg|?}}} dmg ({{{meleeattack1type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack1cool|0}}} seconds cooldown}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{meleeattack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{meleeattack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 2{{#if: {{{meleeattack2dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack2part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack2dmg|?}}} dmg ({{{meleeattack2type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack2cool|0}}} seconds cooldown}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{meleeattack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{meleeattack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 3{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack3part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack3dmg|?}}} dmg ({{{meleeattack3type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack3cool|0}}} seconds cooldown }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageDPS|}}}|&lt;br /&gt;
;Melee Average DPS&lt;br /&gt;
:{{{MeleeWeaponAverageDPS|}}} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game &lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|&lt;br /&gt;
  {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3Chance}}) }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|&lt;br /&gt;
      {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}})}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|&lt;br /&gt;
        {{#vardefine: TotalChance | {{#expr: {{#var: MeleeAttack1Chance}}}} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2DPS}} * {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3DPS}} * {{#var: MeleeAttack3Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: meleeattack2dmg}} * {{#var: MeleeAttack2Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var: MeleeAttack1DPS}} }} }} }} }} }} &lt;br /&gt;
&lt;br /&gt;
 ---------- Line to separate the mess above from the other stuff below ---------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorPenetration|}}}|&lt;br /&gt;
;Armor penetration&lt;br /&gt;
:{{{armorPenetration|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{warmup|}}}|&lt;br /&gt;
;{{H:title|link=no|Time it takes to aim the weapon|Warm-Up}}&lt;br /&gt;
:{{ticks|{{{warmup|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cooldown |}}}|&lt;br /&gt;
;{{H:title|link=no|Waiting time before you can aim again after firing|Cooldown}}&lt;br /&gt;
:{{ticks|{{{cooldown|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{range|}}}|{{#set:Range = {{{range|}}} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{range|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minrange|}}}|&lt;br /&gt;
;Minimum Range&lt;br /&gt;
:{{{minrange|}}} tiles}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracy|}}}|&lt;br /&gt;
;Accuracy&lt;br /&gt;
:{{{accuracy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyTouch|}}}| {{#Set: Accuracy (Touch) Base = {{{accuracyTouch|}}} }}    &lt;br /&gt;
{{#if: {{{accuracyShort|}}}| {{#Set: Accuracy (Short) Base = {{{accuracyShort|}}} }}   &lt;br /&gt;
{{#if: {{{accuracyMedium|}}}| {{#Set: Accuracy (Medium) Base = {{{accuracyMedium|}}} }}       &lt;br /&gt;
{{#if: {{{accuracyLong|}}}| {{#Set: Accuracy (Long) Base = {{{accuracyLong|}}} }}&lt;br /&gt;
;{{H:title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}&lt;br /&gt;
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%&lt;br /&gt;
;Average Acc.&lt;br /&gt;
:{{ #expr: (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/4) round2 }}%&lt;br /&gt;
}}     &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}&lt;br /&gt;
;Velocity&lt;br /&gt;
:{{{velocity|}}} (m/s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}}|{{#set:Burst Count = {{{burst|}}} }}&lt;br /&gt;
;Burst Count&lt;br /&gt;
:{{{burst|}}} (per burst)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burstTicks|}}}|{{#set: Burst Ticks = {{{burstTicks|}}} }}&lt;br /&gt;
;{{H:title|link=no|Time between shots|Burst Ticks}}&lt;br /&gt;
:{{ticks|{{{burstTicks|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{missRadius|}}}|{{#set:Miss Radius = {{{missRadius|}}} }}&lt;br /&gt;
;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}&lt;br /&gt;
:{{{missRadius|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blastRadius|}}}|{{#set:Blast Radius = {{{blastRadius|}}} }}&lt;br /&gt;
;Blast Radius&lt;br /&gt;
:{{{blastRadius|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{DPS|}}}|&lt;br /&gt;
;{{H:title|link=yes|Formatted as: Maximum damage per second (DPS with average accuracy)|DPS}}&lt;br /&gt;
:{{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }} {{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|({{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round2 }})}}}}}}}}&lt;br /&gt;
{{#set:Maximum DPS={{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }}}}&lt;br /&gt;
{{#set:Avarage DPS={{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|{{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round 2 }}}}}}}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stoppingPower|}}}|{{#set: Stopping power = {{{stoppingPower|}}} }}&lt;br /&gt;
;{{H:title|link=no|Ability of a weapon to 'stagger' targets, slowing them down for a few seconds. Larger values allow the weapon to stagger targets with bigger body sizes.|Stopping power}}&lt;br /&gt;
:{{{stoppingPower|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{buy|}}}|&lt;br /&gt;
;Buy&lt;br /&gt;
:{{{buy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{sell|}}}|&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |{{#set:Sell = {{{sell|}}} }} }}}}&lt;br /&gt;
;Sell &lt;br /&gt;
:{{{sell|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
[[Category:Template Infobox]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Concept:Production_Animals&amp;diff=60660</id>
		<title>Concept:Production Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Concept:Production_Animals&amp;diff=60660"/>
		<updated>2018-10-21T22:11:31Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#concept:&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Milk Amount::+]]&lt;br /&gt;
OR &lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Wool Amount::+]]&lt;br /&gt;
OR&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Egg Laying Interval::+]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Concept:Production_Animals&amp;diff=60659</id>
		<title>Concept:Production Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Concept:Production_Animals&amp;diff=60659"/>
		<updated>2018-10-21T22:08:21Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#concept:&lt;br /&gt;
   [[Category:Animals]]&lt;br /&gt;
AND&lt;br /&gt;
(&lt;br /&gt;
   [[Milk Amount::+]]&lt;br /&gt;
OR [[Wool Amount::+]]&lt;br /&gt;
OR [[Egg Laying Interval::+]]&lt;br /&gt;
)&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Concept:Production_Animals&amp;diff=60658</id>
		<title>Concept:Production Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Concept:Production_Animals&amp;diff=60658"/>
		<updated>2018-10-21T22:06:45Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#concept:&lt;br /&gt;
   [[Category:Animals]]&lt;br /&gt;
   [[-Category:Template_Infobox]]&lt;br /&gt;
   [[Milk Amount::+]]&lt;br /&gt;
OR [[Wool Amount::+]]&lt;br /&gt;
OR [[Egg Laying Interval::+]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=60657</id>
		<title>Template:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=60657"/>
		<updated>2018-10-21T22:05:01Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt; animal = c_08 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; plant = c_14 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; weapon = c_06 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; area = c_11 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; structure = c_02 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; production = c_25 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; security = c_10 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; furniture = c_01 |&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}}} {{#if:{{{2|}}}|{{{2}}}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;{{{name|{{BASEPAGENAME}}}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;{{{name|{{BASEPAGENAME}}}}}&amp;quot;&amp;gt;{{#if:{{{image|}}}|[[File:{{{image|}}}|{{{imagesize|}}}|link={{{name|{{BASEPAGENAME}}}}}|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]|[[File:{{{name|{{BASEPAGENAME}}}}}.png|link=|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}&amp;lt;/p&amp;gt;{{#set:Image = [[File:{{{image|{{PAGENAME}}.png}}}]]}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if:{{{name|{{BASEPAGENAME}}}}}|{{#set:Name = {{{name|{{BASEPAGENAME}}}}} }}}}&lt;br /&gt;
{{#set:Infobox Example::1}}&lt;br /&gt;
;Type&lt;br /&gt;
:[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} |&amp;amp;#32;&amp;amp;ndash;&amp;amp;#32; [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}&lt;br /&gt;
;Placeable&lt;br /&gt;
:{{{placeable|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}&lt;br /&gt;
;Rotatable&lt;br /&gt;
:{{{rotatable|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}}| {{#if:{{{4}}}|{{#set:Size = {{{size|}}}&amp;amp;nbsp;ˣ&amp;amp;nbsp;{{{4|}}} }}|{{#set:Size = {{{size}}} }} }}&lt;br /&gt;
;Size&lt;br /&gt;
:{{#show: {{PAGENAME}} |?Size |link=none}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{efficiency|}}}|{{#set:Efficiency= {{{efficiency|}}} }}&lt;br /&gt;
;Efficiency&lt;br /&gt;
:{{{efficiency|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}&lt;br /&gt;
;HP&lt;br /&gt;
:{{{hp|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deterioration|}}}|{{#set:Deterioration Rate Base = {{{deterioration|}}} }}&lt;br /&gt;
;Deterioration Rate&lt;br /&gt;
:{{{deterioration|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to make|}}}|{{#set:Work To Make = {{{work to make|}}} }}&lt;br /&gt;
;Work To Make&lt;br /&gt;
:{{{work to make|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{marketvalue|}}}|{{#set: Market Value Base = {{{marketvalue|}}} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{{marketvalue|}}}&amp;amp;nbsp;{{Icon Small|silver}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty|}}}|{{#set:Beauty Base = {{{beauty|}}} }}&lt;br /&gt;
;Beauty&lt;br /&gt;
:[[Beauty Base::{{{beauty|}}}]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mass base|}}}|{{#set:Mass Base = {{{mass base|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{mass base|}}} kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability|}}}|{{#set:Flammability Base = {{{flammability|}}} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:{{#expr:{{{flammability|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minimum skill|}}}|{{#set:Minimum skill = {{{minimum skill|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{minimum skill|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Apparel--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcold|}}}|{{#set:Insulation - Cold Base= {{{insulationcold|}}} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:{{{insulationcold|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:{{{insulationheat|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:{{{armorblunt|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:{{{armorsharp|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:{{{armorheat|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{painshockthreshold|}}}|{{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }}&lt;br /&gt;
;Pain Shock Threshold&lt;br /&gt;
:{{{painshockthreshold|}}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{walkSpeed|}}}|{{#set:Move Speed Base = {{{walkSpeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{walkSpeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{movespeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massyoung|{{{massadult|}}}}}}|{{#set:Mass - Young= {{{massyoung|{{#expr:{{{massadult}}}/4}}}}} }}&lt;br /&gt;
;Mass - Young&lt;br /&gt;
:{{{massyoung|{{#expr:{{{massadult}}}/4}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massjuvenlie|{{{massadult|}}}}}}|{{#set:Mass - Juvenile= {{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} }}&lt;br /&gt;
;Mass - Juvenile&lt;br /&gt;
:{{{massjuvenlie|{{#expr:{{{massadult}}}/2}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massadult|}}}|{{#set:Mass - Adult= {{{massadult|}}} }}&lt;br /&gt;
;Mass - Adult&lt;br /&gt;
:{{{massadult|}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{attack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{attack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{attack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 1 DPS = {{#var: Attack1DPS}} }}&lt;br /&gt;
;Attack{{#if: {{{attack2dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{attack1part|Body part?}}}&amp;lt;br&amp;gt;{{{attack1dmg|?}}} dmg ({{{attack1type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack1cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1stun|}}}|{{#set:Attack 1 Stun = {{{attack1stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack1stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{attack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{attack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{attack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 2 DPS = {{#var: Attack2DPS}} }}&lt;br /&gt;
;Attack 2&lt;br /&gt;
:{{{attack2part|Body part?}}}&amp;lt;br&amp;gt;{{{attack2dmg|?}}} dmg ({{{attack2type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack2cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2stun|}}}|{{#set:Attack 2 Stun = {{{attack2stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack2stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{attack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{attack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{attack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 3 DPS = {{#var: Attack3DPS}} }}&lt;br /&gt;
;Attack 3&lt;br /&gt;
:{{{attack3part|Body part?}}}&amp;lt;br&amp;gt;{{{attack3dmg|?}}} dmg ({{{attack3type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack3cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3stun|}}}|{{#set:Attack 3 Stun = {{{attack3stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack3stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|&lt;br /&gt;
  {{#set:Attack 4 Damage = {{{attack4dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Type = {{{attack4type|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Part = {{{attack4part|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 4 DPS = {{#var: Attack4DPS}} }}&lt;br /&gt;
;Attack 4&lt;br /&gt;
:{{{attack4part|Body part?}}}&amp;lt;br&amp;gt;{{{attack4dmg|?}}} dmg ({{{attack4type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack4cool|0}}}}} on first strike}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack4stun|0}}}*20}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: Attack4DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}})/4 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}})/3 * 0.62 round 2}} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: Attack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}})/2 * 0.62 round 2}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: Attack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MobAverageDPS | {{#expr: {{#var: Attack1DPS}} * 0.62 round 2}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage|}}}|{{#set:Melee Damage Base = {{{mobdamage|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype|}}}|{{#set:Melee Damage Def = {{{mobdamagetype|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage2|}}}|{{#set:Melee Damage Base = {{{mobdamage2|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype2|}}}|{{#set:Melee Damage Def = {{{mobdamagetype2|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage3|}}}|{{#set:Melee Damage Base = {{{mobdamage3|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype3|}}}|{{#set:Melee Damage Def = {{{mobdamagetype3|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamageaverage|}}}|{{#set:Average Melee Damage = {{{mobdamageaverage|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Animals |&lt;br /&gt;
  {{#if: {{{meatname|}}}|&lt;br /&gt;
    {{#vardefine: MeatName | {{{meatname|}}}}}{{#set: Meat Name = {{{meatname|}}} }}|&lt;br /&gt;
    {{#vardefine: MeatName | {{{name|{{BASEPAGENAME}}}}} meat}}{{#set: Meat Name = {{{name|{{BASEPAGENAME}}}}} meat}} }}&lt;br /&gt;
  {{#if: {{{leathername|}}}|&lt;br /&gt;
    {{#vardefine: LeatherName | {{{leathername|}}}}}{{#set: Leather Name = {{{leathername|}}} }}|&lt;br /&gt;
    {{#vardefine: LeatherName | {{{name|{{BASEPAGENAME}}}}} leather}}{{#set: Leather Name = {{{name|{{BASEPAGENAME}}}}} leather}} }}&lt;br /&gt;
  {{#if: {{{is exotic species|}}}|{{#set: Is Exotic Species = true}}|{{#set: Is Exotic Species = false}}}}|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}}|&lt;br /&gt;
  {{#set: Body Size = {{{bodysize|}}} }}&lt;br /&gt;
  &amp;lt;!-- This section only for when meat yield is overridden in the XML def --&amp;gt;&lt;br /&gt;
  &amp;lt;!-- As of A14, only Thrumbo, Scyther and Centipede should have this param specified --&amp;gt;&lt;br /&gt;
  {{#if: {{{meatyield|}}}|&lt;br /&gt;
    {{#set: Meat Yield = {{{meatyield|}}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{{meatyield|}}}|&lt;br /&gt;
  &amp;lt;!-- Section end --&amp;gt;&lt;br /&gt;
    {{#vardefine: MeatYield | {{#expr: 90 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
    {{#set: Meat Yield = {{#var: MeatYield}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{#var: MeatYield}}}}  [[Meat|{{lc:{{#var: MeatName}}}}]]&lt;br /&gt;
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
  {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}&lt;br /&gt;
;Carrying Capacity&lt;br /&gt;
:{{#var: CarryingCapacity}}&lt;br /&gt;
  {{#if: {{{leathername|}}}|&lt;br /&gt;
    {{#vardefine: LeatherYield | {{#expr: 20 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
    {{#set: Leather Yield = {{#var: LeatherYield}} }}&lt;br /&gt;
;Leather Yield&lt;br /&gt;
:{{#var: LeatherYield}}}} [[{{#var: LeatherName}}|{{lc:{{#var: LeatherName}}}}]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhunter|}}}|{{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter when attacked.|Manhunter Chance}}&lt;br /&gt;
:{{#expr: {{{manhunter|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhuntertame|}}}|{{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter on a failed taming attempt.|Manhunter Chance (Taming)}}&lt;br /&gt;
:{{#expr: {{{manhuntertame|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}&lt;br /&gt;
;Hunger Rate&lt;br /&gt;
:{{{hungerrate|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{diet|}}}|{{#set:Diet ={{{diet|}}} }}&lt;br /&gt;
;Diet&lt;br /&gt;
:{{{diet|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}&lt;br /&gt;
;Life Expectancy&lt;br /&gt;
:{{{lifespan|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{trainable|}}}|{{#set:Trainable Intelligence = {{{trainable|}}} }}&lt;br /&gt;
;Trainable Intelligence&lt;br /&gt;
:{{{trainable|}}}&lt;br /&gt;
{{#switch: {{{trainable|}}}&lt;br /&gt;
| none = {{#set: Can Train Obedience = no |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| simple = {{#set: Can Train Obedience = yes |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| intermediate = {{#set: Can Train Obedience = yes |Can Train Release = yes |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| advanced = {{#set: Can Train Obedience = yes |Can Train Release = yes}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.65|{{#set: Can Train Rescue = yes}}|{{#set: Can Train Rescue = no}}}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.41|{{#set: Can Train Haul = yes}}|{{#set: Can Train Haul = no}}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{handleskill|}}}|{{#set:Minimum Handling Skill = {{{handleskill|}}} }}&lt;br /&gt;
;{{H:title|link=no|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}&lt;br /&gt;
:{{{handleskill|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wildness|}}}|{{#set:Wildness = {{{wildness|}}} }}&lt;br /&gt;
;{{H:title|link=no|Wilder creatures are naturally more difficult to tame, train, and handle.|Wildness}}&lt;br /&gt;
:{{#expr: {{{wildness|}}} * 100 round0}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{predator|}}}|true|{{#set:Is Predator = true}}|}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milk|}}}|{{#set: Milk Amount = {{{milk|}}} }}&lt;br /&gt;
;[[Milk]] Amount&lt;br /&gt;
:{{{milk|}}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milktime|}}}|{{#set: Milking Interval Days = {{{milktime|}}} }}&lt;br /&gt;
{{#set: Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }}&lt;br /&gt;
;Milking Interval&lt;br /&gt;
:{{{milktime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wool|}}}|&lt;br /&gt;
  {{#set: Wool Amount = {{{wool|}}}}}&lt;br /&gt;
  {{#if: {{{woolname|}}}|&lt;br /&gt;
    {{#vardefine: WoolName | {{{woolname|}}}}}{{#set: Wool Name = {{{woolname|}}}}}|&lt;br /&gt;
    {{#vardefine: WoolName | {{{name|{{BASEPAGENAME}}}}} wool}}{{#set: Wool Name = {{{name|{{BASEPAGENAME}}}}} wool}}&lt;br /&gt;
  }}&lt;br /&gt;
;Wool Amount&lt;br /&gt;
:{{{wool|}}} [[{{#var: WoolName}}|{{lc:{{#var: WoolName}}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}&lt;br /&gt;
{{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}&lt;br /&gt;
;Shearing Interval&lt;br /&gt;
:{{{sheartime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}&lt;br /&gt;
{{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}&lt;br /&gt;
;Eggs Per Clutch&lt;br /&gt;
:{{#show: {{PAGENAME}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{PAGENAME}}|?Eggs Per Clutch Maximum|link=none}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggtime|}}}|{{#set: Egg Laying Interval = {{{eggtime|}}} }}&lt;br /&gt;
{{#set: Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }}&lt;br /&gt;
;Egg Laying Interval&lt;br /&gt;
:{{{eggtime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}&lt;br /&gt;
;Gestation Period&lt;br /&gt;
{{#switch: {{{gestation|}}}&lt;br /&gt;
| N/A = :N/A&lt;br /&gt;
| 1 = :{{{gestation|}}} day&lt;br /&gt;
| #default = :{{{gestation|}}} days&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{offspring|}}}|{{#set: Offspring Per Birth = {{{offspring|}}} }}&lt;br /&gt;
;Offspring Per Birth&lt;br /&gt;
:{{{offspring|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{{maturityage|}}} }}&lt;br /&gt;
;Maturity Age&lt;br /&gt;
:{{{maturityage|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{livesin_aridshrubland|}}}|{{#set: Lives in Arid Shrubland = true}} }}&lt;br /&gt;
{{#if: {{{livesin_borealforest|}}}|{{#set: Lives in Boreal Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_desert|}}}|{{#set: Lives in Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_extremedesert|}}}|{{#set: Lives in Extreme Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_icesheet|}}}|{{#set: Lives in Icesheet = true}} }}&lt;br /&gt;
{{#if: {{{livesin_seaice|}}}|{{#set: Lives in Sea Ice = true}} }}&lt;br /&gt;
{{#if: {{{livesin_temperateforest|}}}|{{#set: Lives in Temperate Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalrainforest|}}}|{{#set: Lives in Tropical Rainforest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tundra|}}}|{{#set: Lives in Tundra = true}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Plants--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{growth time|}}}|{{#set:Growth Time = {{{growth time|}}} }}&lt;br /&gt;
;Time to grow&lt;br /&gt;
:{{{growth time|}}} day(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{yield|}}}|&lt;br /&gt;
;Food Yield&lt;br /&gt;
:{{{yield|}}} [[food|food]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wood|}}}|&lt;br /&gt;
;Wood Yield&lt;br /&gt;
:{{{wood|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}&lt;br /&gt;
;Power&lt;br /&gt;
:{{{power|}}}W}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{facility|}}}|{{#set:Facility = {{{facility|}}} }}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build|}}}|{{#set:Work To Build = {{{work to build|}}} }}&lt;br /&gt;
;Work To Build&lt;br /&gt;
:{{{work to build|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{material amount|}}}{{{material name|}}}|{{#set:Material Amount = {{{material amount|}}} }}  {{#set:Material Name= {{{material name|}}} }}&lt;br /&gt;
;Materials &lt;br /&gt;
:{{icon|{{lc:{{{material name|buildingmat}}}}}|{{{material amount|}}}|16&lt;br /&gt;
}}{{#if: {{{material 2 amount|}}}{{{material 2 name|}}}|&lt;br /&gt;
  {{#set:Material 2 Amount = {{{material 2 amount|}}} }}  {{#set:Material 2 Name= {{{material 2 name|}}} }}&lt;br /&gt;
   &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 2 name|component}}}}}|{{{material 2 amount|}}}|16&lt;br /&gt;
  }} {{#if: {{{material 3 amount|}}}{{{material 3 name|}}}|&lt;br /&gt;
    {{#set:Material 3 Amount = {{{material 3 amount|}}} }}    {{#set:Material 3 Name= {{{material 3 name|}}} }}&lt;br /&gt;
     &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 3 name|component}}}}}|{{{material 3 amount|}}}|16&lt;br /&gt;
    }} {{#if: {{{material 4 amount|}}}{{{material 4 name|}}}|&lt;br /&gt;
      {{#set:Material 4 Amount = {{{material 4 amount|}}} }}      {{#set:Material 4 Name= {{{material 4 name|}}} }}&lt;br /&gt;
       &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 4 name|component}}}}}|{{{material 4 amount|}}}|16&lt;br /&gt;
      }} }}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Floors--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{speed|}}}|{{#set:Move Speed Factor = {{{speed|}}} }}&lt;br /&gt;
;Move Speed Factor&lt;br /&gt;
:{{#expr:{{{speed|}}}*100}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Furniture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{immunity gain speed factor|}}}|{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}&lt;br /&gt;
;Immunity Gain Speed Factor&lt;br /&gt;
:{{{immunity gain speed factor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness|}}}|{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:{{{rest effectiveness|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort|}}}|{{#set:Comfort Base = {{{comfort|}}} }}&lt;br /&gt;
;Comfort&lt;br /&gt;
:{{{comfort|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort offset|}}}|{{#set:Comfort Offset = {{{comfort offset|}}} }}&lt;br /&gt;
;Comfort Offset &lt;br /&gt;
:{{{comfort offset|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cover|}}}|{{#set:Cover Effectiveness= {{{cover|}}} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:{{#expr:{{{cover|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Weapons--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} Weapons}}&lt;br /&gt;
;Class&lt;br /&gt;
:[[{{{class|}}} Weapons|{{{class|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{damage|}}}|&lt;br /&gt;
{{#if: {{{damage type|}}}|{{#set:Damage Type = {{{damage type|}}} }}|{{#set:Damage Type = Sharp }} }}&lt;br /&gt;
;Dmg Type&lt;br /&gt;
:{{{damage type|Sharp }}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--the following determines if the item is a melee weapon, else assumes it's ranged, then sets relevant property--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |&lt;br /&gt;
{{#set:Melee Damage Base = {{{damage|}}}&lt;br /&gt;
|Melee Warmup = {{{warmup|}}}&lt;br /&gt;
|Melee Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#set:Damage Base = {{{damage|}}}&lt;br /&gt;
|Aiming Time Base = {{{warmup|}}}&lt;br /&gt;
|Ranged Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
|Weapons/Row/Ranged/NoInclude=False&lt;br /&gt;
}} }} |}}&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{damage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- New melee starting from Beta 18 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{meleeattack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{meleeattack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack{{#if: {{{meleeattack1dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{meleeattack1part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack1dmg|?}}} dmg ({{{meleeattack1type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack1cool|0}}} seconds cooldown}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{meleeattack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{meleeattack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 2{{#if: {{{meleeattack2dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack2part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack2dmg|?}}} dmg ({{{meleeattack2type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack2cool|0}}} seconds cooldown}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{meleeattack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{meleeattack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 3{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack3part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack3dmg|?}}} dmg ({{{meleeattack3type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack3cool|0}}} seconds cooldown }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageDPS|}}}|&lt;br /&gt;
;Melee Average DPS&lt;br /&gt;
:{{{MeleeWeaponAverageDPS|}}} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game &lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|&lt;br /&gt;
  {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3Chance}}) }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|&lt;br /&gt;
      {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}})}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|&lt;br /&gt;
        {{#vardefine: TotalChance | {{#expr: {{#var: MeleeAttack1Chance}}}} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2DPS}} * {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3DPS}} * {{#var: MeleeAttack3Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: meleeattack2dmg}} * {{#var: MeleeAttack2Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var: MeleeAttack1DPS}} }} }} }} }} }} &lt;br /&gt;
&lt;br /&gt;
 ---------- Line to separate the mess above from the other stuff below ---------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorPenetration|}}}|&lt;br /&gt;
;Armor penetration&lt;br /&gt;
:{{{armorPenetration|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{warmup|}}}|&lt;br /&gt;
;{{H:title|link=no|Time it takes to aim the weapon|Warm-Up}}&lt;br /&gt;
:{{ticks|{{{warmup|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cooldown |}}}|&lt;br /&gt;
;{{H:title|link=no|Waiting time before you can aim again after firing|Cooldown}}&lt;br /&gt;
:{{ticks|{{{cooldown|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{range|}}}|{{#set:Range = {{{range|}}} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{range|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minrange|}}}|&lt;br /&gt;
;Minimum Range&lt;br /&gt;
:{{{minrange|}}} tiles}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracy|}}}|&lt;br /&gt;
;Accuracy&lt;br /&gt;
:{{{accuracy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyTouch|}}}| {{#Set: Accuracy (Touch) Base = {{{accuracyTouch|}}} }}    &lt;br /&gt;
{{#if: {{{accuracyShort|}}}| {{#Set: Accuracy (Short) Base = {{{accuracyShort|}}} }}   &lt;br /&gt;
{{#if: {{{accuracyMedium|}}}| {{#Set: Accuracy (Medium) Base = {{{accuracyMedium|}}} }}       &lt;br /&gt;
{{#if: {{{accuracyLong|}}}| {{#Set: Accuracy (Long) Base = {{{accuracyLong|}}} }}&lt;br /&gt;
;{{H:title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}&lt;br /&gt;
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%&lt;br /&gt;
;Average Acc.&lt;br /&gt;
:{{ #expr: (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/4) round2 }}%&lt;br /&gt;
}}     &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}&lt;br /&gt;
;Velocity&lt;br /&gt;
:{{{velocity|}}} (m/s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}}|{{#set:Burst Count = {{{burst|}}} }}&lt;br /&gt;
;Burst Count&lt;br /&gt;
:{{{burst|}}} (per burst)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burstTicks|}}}|{{#set: Burst Ticks = {{{burstTicks|}}} }}&lt;br /&gt;
;{{H:title|link=no|Time between shots|Burst Ticks}}&lt;br /&gt;
:{{ticks|{{{burstTicks|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{missRadius|}}}|{{#set:Miss Radius = {{{missRadius|}}} }}&lt;br /&gt;
;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}&lt;br /&gt;
:{{{missRadius|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blastRadius|}}}|{{#set:Blast Radius = {{{blastRadius|}}} }}&lt;br /&gt;
;Blast Radius&lt;br /&gt;
:{{{blastRadius|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{DPS|}}}|&lt;br /&gt;
;{{H:title|link=yes|Formatted as: Maximum damage per second (DPS with average accuracy)|DPS}}&lt;br /&gt;
:{{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }} {{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|({{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round2 }})}}}}}}}}&lt;br /&gt;
{{#set:Maximum DPS={{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }}}}&lt;br /&gt;
{{#set:Avarage DPS={{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|{{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round 2 }}}}}}}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stoppingPower|}}}|{{#set: Stopping power = {{{stoppingPower|}}} }}&lt;br /&gt;
;{{H:title|link=no|Ability of a weapon to 'stagger' targets, slowing them down for a few seconds. Larger values allow the weapon to stagger targets with bigger body sizes.|Stopping power}}&lt;br /&gt;
:{{{stoppingPower|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{buy|}}}|&lt;br /&gt;
;Buy&lt;br /&gt;
:{{{buy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{sell|}}}|&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |{{#set:Sell = {{{sell|}}} }} }}}}&lt;br /&gt;
;Sell &lt;br /&gt;
:{{{sell|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
[[Category:Template Infobox]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=60656</id>
		<title>Template:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=60656"/>
		<updated>2018-10-21T22:03:43Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt; animal = c_08 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; plant = c_14 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; weapon = c_06 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; area = c_11 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; structure = c_02 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; production = c_25 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; security = c_10 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; furniture = c_01 |&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}}} {{#if:{{{2|}}}|{{{2}}}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;{{{name|{{BASEPAGENAME}}}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;{{{name|{{BASEPAGENAME}}}}}&amp;quot;&amp;gt;{{#if:{{{image|}}}|[[File:{{{image|}}}|{{{imagesize|}}}|link={{{name|{{BASEPAGENAME}}}}}|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]|[[File:{{{name|{{BASEPAGENAME}}}}}.png|link=|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}&amp;lt;/p&amp;gt;{{#set:Image = [[File:{{{image|{{PAGENAME}}.png}}}]]}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if:{{{name|{{BASEPAGENAME}}}}}|{{#set:Name = {{{name|{{BASEPAGENAME}}}}} }}}}&lt;br /&gt;
{{[[Infobox Example::1]]}}&lt;br /&gt;
;Type&lt;br /&gt;
:[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} |&amp;amp;#32;&amp;amp;ndash;&amp;amp;#32; [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}&lt;br /&gt;
;Placeable&lt;br /&gt;
:{{{placeable|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}&lt;br /&gt;
;Rotatable&lt;br /&gt;
:{{{rotatable|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}}| {{#if:{{{4}}}|{{#set:Size = {{{size|}}}&amp;amp;nbsp;ˣ&amp;amp;nbsp;{{{4|}}} }}|{{#set:Size = {{{size}}} }} }}&lt;br /&gt;
;Size&lt;br /&gt;
:{{#show: {{PAGENAME}} |?Size |link=none}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{efficiency|}}}|{{#set:Efficiency= {{{efficiency|}}} }}&lt;br /&gt;
;Efficiency&lt;br /&gt;
:{{{efficiency|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}&lt;br /&gt;
;HP&lt;br /&gt;
:{{{hp|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deterioration|}}}|{{#set:Deterioration Rate Base = {{{deterioration|}}} }}&lt;br /&gt;
;Deterioration Rate&lt;br /&gt;
:{{{deterioration|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to make|}}}|{{#set:Work To Make = {{{work to make|}}} }}&lt;br /&gt;
;Work To Make&lt;br /&gt;
:{{{work to make|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{marketvalue|}}}|{{#set: Market Value Base = {{{marketvalue|}}} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{{marketvalue|}}}&amp;amp;nbsp;{{Icon Small|silver}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty|}}}|{{#set:Beauty Base = {{{beauty|}}} }}&lt;br /&gt;
;Beauty&lt;br /&gt;
:[[Beauty Base::{{{beauty|}}}]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mass base|}}}|{{#set:Mass Base = {{{mass base|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{mass base|}}} kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability|}}}|{{#set:Flammability Base = {{{flammability|}}} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:{{#expr:{{{flammability|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minimum skill|}}}|{{#set:Minimum skill = {{{minimum skill|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{minimum skill|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Apparel--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcold|}}}|{{#set:Insulation - Cold Base= {{{insulationcold|}}} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:{{{insulationcold|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:{{{insulationheat|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:{{{armorblunt|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:{{{armorsharp|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:{{{armorheat|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{painshockthreshold|}}}|{{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }}&lt;br /&gt;
;Pain Shock Threshold&lt;br /&gt;
:{{{painshockthreshold|}}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{walkSpeed|}}}|{{#set:Move Speed Base = {{{walkSpeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{walkSpeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{movespeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massyoung|{{{massadult|}}}}}}|{{#set:Mass - Young= {{{massyoung|{{#expr:{{{massadult}}}/4}}}}} }}&lt;br /&gt;
;Mass - Young&lt;br /&gt;
:{{{massyoung|{{#expr:{{{massadult}}}/4}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massjuvenlie|{{{massadult|}}}}}}|{{#set:Mass - Juvenile= {{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} }}&lt;br /&gt;
;Mass - Juvenile&lt;br /&gt;
:{{{massjuvenlie|{{#expr:{{{massadult}}}/2}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massadult|}}}|{{#set:Mass - Adult= {{{massadult|}}} }}&lt;br /&gt;
;Mass - Adult&lt;br /&gt;
:{{{massadult|}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{attack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{attack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{attack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 1 DPS = {{#var: Attack1DPS}} }}&lt;br /&gt;
;Attack{{#if: {{{attack2dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{attack1part|Body part?}}}&amp;lt;br&amp;gt;{{{attack1dmg|?}}} dmg ({{{attack1type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack1cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1stun|}}}|{{#set:Attack 1 Stun = {{{attack1stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack1stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{attack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{attack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{attack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 2 DPS = {{#var: Attack2DPS}} }}&lt;br /&gt;
;Attack 2&lt;br /&gt;
:{{{attack2part|Body part?}}}&amp;lt;br&amp;gt;{{{attack2dmg|?}}} dmg ({{{attack2type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack2cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2stun|}}}|{{#set:Attack 2 Stun = {{{attack2stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack2stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{attack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{attack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{attack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 3 DPS = {{#var: Attack3DPS}} }}&lt;br /&gt;
;Attack 3&lt;br /&gt;
:{{{attack3part|Body part?}}}&amp;lt;br&amp;gt;{{{attack3dmg|?}}} dmg ({{{attack3type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack3cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3stun|}}}|{{#set:Attack 3 Stun = {{{attack3stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack3stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|&lt;br /&gt;
  {{#set:Attack 4 Damage = {{{attack4dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Type = {{{attack4type|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Part = {{{attack4part|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 4 DPS = {{#var: Attack4DPS}} }}&lt;br /&gt;
;Attack 4&lt;br /&gt;
:{{{attack4part|Body part?}}}&amp;lt;br&amp;gt;{{{attack4dmg|?}}} dmg ({{{attack4type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack4cool|0}}}}} on first strike}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack4stun|0}}}*20}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: Attack4DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}})/4 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}})/3 * 0.62 round 2}} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: Attack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}})/2 * 0.62 round 2}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: Attack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MobAverageDPS | {{#expr: {{#var: Attack1DPS}} * 0.62 round 2}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage|}}}|{{#set:Melee Damage Base = {{{mobdamage|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype|}}}|{{#set:Melee Damage Def = {{{mobdamagetype|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage2|}}}|{{#set:Melee Damage Base = {{{mobdamage2|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype2|}}}|{{#set:Melee Damage Def = {{{mobdamagetype2|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage3|}}}|{{#set:Melee Damage Base = {{{mobdamage3|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype3|}}}|{{#set:Melee Damage Def = {{{mobdamagetype3|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamageaverage|}}}|{{#set:Average Melee Damage = {{{mobdamageaverage|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Animals |&lt;br /&gt;
  {{#if: {{{meatname|}}}|&lt;br /&gt;
    {{#vardefine: MeatName | {{{meatname|}}}}}{{#set: Meat Name = {{{meatname|}}} }}|&lt;br /&gt;
    {{#vardefine: MeatName | {{{name|{{BASEPAGENAME}}}}} meat}}{{#set: Meat Name = {{{name|{{BASEPAGENAME}}}}} meat}} }}&lt;br /&gt;
  {{#if: {{{leathername|}}}|&lt;br /&gt;
    {{#vardefine: LeatherName | {{{leathername|}}}}}{{#set: Leather Name = {{{leathername|}}} }}|&lt;br /&gt;
    {{#vardefine: LeatherName | {{{name|{{BASEPAGENAME}}}}} leather}}{{#set: Leather Name = {{{name|{{BASEPAGENAME}}}}} leather}} }}&lt;br /&gt;
  {{#if: {{{is exotic species|}}}|{{#set: Is Exotic Species = true}}|{{#set: Is Exotic Species = false}}}}|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}}|&lt;br /&gt;
  {{#set: Body Size = {{{bodysize|}}} }}&lt;br /&gt;
  &amp;lt;!-- This section only for when meat yield is overridden in the XML def --&amp;gt;&lt;br /&gt;
  &amp;lt;!-- As of A14, only Thrumbo, Scyther and Centipede should have this param specified --&amp;gt;&lt;br /&gt;
  {{#if: {{{meatyield|}}}|&lt;br /&gt;
    {{#set: Meat Yield = {{{meatyield|}}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{{meatyield|}}}|&lt;br /&gt;
  &amp;lt;!-- Section end --&amp;gt;&lt;br /&gt;
    {{#vardefine: MeatYield | {{#expr: 90 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
    {{#set: Meat Yield = {{#var: MeatYield}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{#var: MeatYield}}}}  [[Meat|{{lc:{{#var: MeatName}}}}]]&lt;br /&gt;
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
  {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}&lt;br /&gt;
;Carrying Capacity&lt;br /&gt;
:{{#var: CarryingCapacity}}&lt;br /&gt;
  {{#if: {{{leathername|}}}|&lt;br /&gt;
    {{#vardefine: LeatherYield | {{#expr: 20 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
    {{#set: Leather Yield = {{#var: LeatherYield}} }}&lt;br /&gt;
;Leather Yield&lt;br /&gt;
:{{#var: LeatherYield}}}} [[{{#var: LeatherName}}|{{lc:{{#var: LeatherName}}}}]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhunter|}}}|{{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter when attacked.|Manhunter Chance}}&lt;br /&gt;
:{{#expr: {{{manhunter|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhuntertame|}}}|{{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter on a failed taming attempt.|Manhunter Chance (Taming)}}&lt;br /&gt;
:{{#expr: {{{manhuntertame|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}&lt;br /&gt;
;Hunger Rate&lt;br /&gt;
:{{{hungerrate|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{diet|}}}|{{#set:Diet ={{{diet|}}} }}&lt;br /&gt;
;Diet&lt;br /&gt;
:{{{diet|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}&lt;br /&gt;
;Life Expectancy&lt;br /&gt;
:{{{lifespan|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{trainable|}}}|{{#set:Trainable Intelligence = {{{trainable|}}} }}&lt;br /&gt;
;Trainable Intelligence&lt;br /&gt;
:{{{trainable|}}}&lt;br /&gt;
{{#switch: {{{trainable|}}}&lt;br /&gt;
| none = {{#set: Can Train Obedience = no |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| simple = {{#set: Can Train Obedience = yes |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| intermediate = {{#set: Can Train Obedience = yes |Can Train Release = yes |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| advanced = {{#set: Can Train Obedience = yes |Can Train Release = yes}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.65|{{#set: Can Train Rescue = yes}}|{{#set: Can Train Rescue = no}}}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.41|{{#set: Can Train Haul = yes}}|{{#set: Can Train Haul = no}}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{handleskill|}}}|{{#set:Minimum Handling Skill = {{{handleskill|}}} }}&lt;br /&gt;
;{{H:title|link=no|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}&lt;br /&gt;
:{{{handleskill|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wildness|}}}|{{#set:Wildness = {{{wildness|}}} }}&lt;br /&gt;
;{{H:title|link=no|Wilder creatures are naturally more difficult to tame, train, and handle.|Wildness}}&lt;br /&gt;
:{{#expr: {{{wildness|}}} * 100 round0}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{predator|}}}|true|{{#set:Is Predator = true}}|}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milk|}}}|{{#set: Milk Amount = {{{milk|}}} }}&lt;br /&gt;
;[[Milk]] Amount&lt;br /&gt;
:{{{milk|}}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milktime|}}}|{{#set: Milking Interval Days = {{{milktime|}}} }}&lt;br /&gt;
{{#set: Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }}&lt;br /&gt;
;Milking Interval&lt;br /&gt;
:{{{milktime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wool|}}}|&lt;br /&gt;
  {{#set: Wool Amount = {{{wool|}}}}}&lt;br /&gt;
  {{#if: {{{woolname|}}}|&lt;br /&gt;
    {{#vardefine: WoolName | {{{woolname|}}}}}{{#set: Wool Name = {{{woolname|}}}}}|&lt;br /&gt;
    {{#vardefine: WoolName | {{{name|{{BASEPAGENAME}}}}} wool}}{{#set: Wool Name = {{{name|{{BASEPAGENAME}}}}} wool}}&lt;br /&gt;
  }}&lt;br /&gt;
;Wool Amount&lt;br /&gt;
:{{{wool|}}} [[{{#var: WoolName}}|{{lc:{{#var: WoolName}}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}&lt;br /&gt;
{{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}&lt;br /&gt;
;Shearing Interval&lt;br /&gt;
:{{{sheartime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}&lt;br /&gt;
{{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}&lt;br /&gt;
;Eggs Per Clutch&lt;br /&gt;
:{{#show: {{PAGENAME}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{PAGENAME}}|?Eggs Per Clutch Maximum|link=none}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggtime|}}}|{{#set: Egg Laying Interval = {{{eggtime|}}} }}&lt;br /&gt;
{{#set: Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }}&lt;br /&gt;
;Egg Laying Interval&lt;br /&gt;
:{{{eggtime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}&lt;br /&gt;
;Gestation Period&lt;br /&gt;
{{#switch: {{{gestation|}}}&lt;br /&gt;
| N/A = :N/A&lt;br /&gt;
| 1 = :{{{gestation|}}} day&lt;br /&gt;
| #default = :{{{gestation|}}} days&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{offspring|}}}|{{#set: Offspring Per Birth = {{{offspring|}}} }}&lt;br /&gt;
;Offspring Per Birth&lt;br /&gt;
:{{{offspring|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{{maturityage|}}} }}&lt;br /&gt;
;Maturity Age&lt;br /&gt;
:{{{maturityage|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{livesin_aridshrubland|}}}|{{#set: Lives in Arid Shrubland = true}} }}&lt;br /&gt;
{{#if: {{{livesin_borealforest|}}}|{{#set: Lives in Boreal Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_desert|}}}|{{#set: Lives in Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_extremedesert|}}}|{{#set: Lives in Extreme Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_icesheet|}}}|{{#set: Lives in Icesheet = true}} }}&lt;br /&gt;
{{#if: {{{livesin_seaice|}}}|{{#set: Lives in Sea Ice = true}} }}&lt;br /&gt;
{{#if: {{{livesin_temperateforest|}}}|{{#set: Lives in Temperate Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalrainforest|}}}|{{#set: Lives in Tropical Rainforest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tundra|}}}|{{#set: Lives in Tundra = true}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Plants--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{growth time|}}}|{{#set:Growth Time = {{{growth time|}}} }}&lt;br /&gt;
;Time to grow&lt;br /&gt;
:{{{growth time|}}} day(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{yield|}}}|&lt;br /&gt;
;Food Yield&lt;br /&gt;
:{{{yield|}}} [[food|food]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wood|}}}|&lt;br /&gt;
;Wood Yield&lt;br /&gt;
:{{{wood|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}&lt;br /&gt;
;Power&lt;br /&gt;
:{{{power|}}}W}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{facility|}}}|{{#set:Facility = {{{facility|}}} }}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build|}}}|{{#set:Work To Build = {{{work to build|}}} }}&lt;br /&gt;
;Work To Build&lt;br /&gt;
:{{{work to build|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{material amount|}}}{{{material name|}}}|{{#set:Material Amount = {{{material amount|}}} }}  {{#set:Material Name= {{{material name|}}} }}&lt;br /&gt;
;Materials &lt;br /&gt;
:{{icon|{{lc:{{{material name|buildingmat}}}}}|{{{material amount|}}}|16&lt;br /&gt;
}}{{#if: {{{material 2 amount|}}}{{{material 2 name|}}}|&lt;br /&gt;
  {{#set:Material 2 Amount = {{{material 2 amount|}}} }}  {{#set:Material 2 Name= {{{material 2 name|}}} }}&lt;br /&gt;
   &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 2 name|component}}}}}|{{{material 2 amount|}}}|16&lt;br /&gt;
  }} {{#if: {{{material 3 amount|}}}{{{material 3 name|}}}|&lt;br /&gt;
    {{#set:Material 3 Amount = {{{material 3 amount|}}} }}    {{#set:Material 3 Name= {{{material 3 name|}}} }}&lt;br /&gt;
     &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 3 name|component}}}}}|{{{material 3 amount|}}}|16&lt;br /&gt;
    }} {{#if: {{{material 4 amount|}}}{{{material 4 name|}}}|&lt;br /&gt;
      {{#set:Material 4 Amount = {{{material 4 amount|}}} }}      {{#set:Material 4 Name= {{{material 4 name|}}} }}&lt;br /&gt;
       &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 4 name|component}}}}}|{{{material 4 amount|}}}|16&lt;br /&gt;
      }} }}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Floors--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{speed|}}}|{{#set:Move Speed Factor = {{{speed|}}} }}&lt;br /&gt;
;Move Speed Factor&lt;br /&gt;
:{{#expr:{{{speed|}}}*100}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Furniture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{immunity gain speed factor|}}}|{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}&lt;br /&gt;
;Immunity Gain Speed Factor&lt;br /&gt;
:{{{immunity gain speed factor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness|}}}|{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:{{{rest effectiveness|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort|}}}|{{#set:Comfort Base = {{{comfort|}}} }}&lt;br /&gt;
;Comfort&lt;br /&gt;
:{{{comfort|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort offset|}}}|{{#set:Comfort Offset = {{{comfort offset|}}} }}&lt;br /&gt;
;Comfort Offset &lt;br /&gt;
:{{{comfort offset|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cover|}}}|{{#set:Cover Effectiveness= {{{cover|}}} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:{{#expr:{{{cover|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Weapons--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} Weapons}}&lt;br /&gt;
;Class&lt;br /&gt;
:[[{{{class|}}} Weapons|{{{class|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{damage|}}}|&lt;br /&gt;
{{#if: {{{damage type|}}}|{{#set:Damage Type = {{{damage type|}}} }}|{{#set:Damage Type = Sharp }} }}&lt;br /&gt;
;Dmg Type&lt;br /&gt;
:{{{damage type|Sharp }}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--the following determines if the item is a melee weapon, else assumes it's ranged, then sets relevant property--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |&lt;br /&gt;
{{#set:Melee Damage Base = {{{damage|}}}&lt;br /&gt;
|Melee Warmup = {{{warmup|}}}&lt;br /&gt;
|Melee Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#set:Damage Base = {{{damage|}}}&lt;br /&gt;
|Aiming Time Base = {{{warmup|}}}&lt;br /&gt;
|Ranged Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
|Weapons/Row/Ranged/NoInclude=False&lt;br /&gt;
}} }} |}}&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{damage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- New melee starting from Beta 18 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{meleeattack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{meleeattack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack{{#if: {{{meleeattack1dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{meleeattack1part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack1dmg|?}}} dmg ({{{meleeattack1type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack1cool|0}}} seconds cooldown}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{meleeattack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{meleeattack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 2{{#if: {{{meleeattack2dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack2part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack2dmg|?}}} dmg ({{{meleeattack2type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack2cool|0}}} seconds cooldown}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{meleeattack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{meleeattack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 3{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack3part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack3dmg|?}}} dmg ({{{meleeattack3type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack3cool|0}}} seconds cooldown }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageDPS|}}}|&lt;br /&gt;
;Melee Average DPS&lt;br /&gt;
:{{{MeleeWeaponAverageDPS|}}} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game &lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|&lt;br /&gt;
  {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3Chance}}) }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|&lt;br /&gt;
      {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}})}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|&lt;br /&gt;
        {{#vardefine: TotalChance | {{#expr: {{#var: MeleeAttack1Chance}}}} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2DPS}} * {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3DPS}} * {{#var: MeleeAttack3Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: meleeattack2dmg}} * {{#var: MeleeAttack2Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var: MeleeAttack1DPS}} }} }} }} }} }} &lt;br /&gt;
&lt;br /&gt;
 ---------- Line to separate the mess above from the other stuff below ---------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorPenetration|}}}|&lt;br /&gt;
;Armor penetration&lt;br /&gt;
:{{{armorPenetration|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{warmup|}}}|&lt;br /&gt;
;{{H:title|link=no|Time it takes to aim the weapon|Warm-Up}}&lt;br /&gt;
:{{ticks|{{{warmup|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cooldown |}}}|&lt;br /&gt;
;{{H:title|link=no|Waiting time before you can aim again after firing|Cooldown}}&lt;br /&gt;
:{{ticks|{{{cooldown|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{range|}}}|{{#set:Range = {{{range|}}} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{range|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minrange|}}}|&lt;br /&gt;
;Minimum Range&lt;br /&gt;
:{{{minrange|}}} tiles}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracy|}}}|&lt;br /&gt;
;Accuracy&lt;br /&gt;
:{{{accuracy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyTouch|}}}| {{#Set: Accuracy (Touch) Base = {{{accuracyTouch|}}} }}    &lt;br /&gt;
{{#if: {{{accuracyShort|}}}| {{#Set: Accuracy (Short) Base = {{{accuracyShort|}}} }}   &lt;br /&gt;
{{#if: {{{accuracyMedium|}}}| {{#Set: Accuracy (Medium) Base = {{{accuracyMedium|}}} }}       &lt;br /&gt;
{{#if: {{{accuracyLong|}}}| {{#Set: Accuracy (Long) Base = {{{accuracyLong|}}} }}&lt;br /&gt;
;{{H:title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}&lt;br /&gt;
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%&lt;br /&gt;
;Average Acc.&lt;br /&gt;
:{{ #expr: (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/4) round2 }}%&lt;br /&gt;
}}     &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}&lt;br /&gt;
;Velocity&lt;br /&gt;
:{{{velocity|}}} (m/s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}}|{{#set:Burst Count = {{{burst|}}} }}&lt;br /&gt;
;Burst Count&lt;br /&gt;
:{{{burst|}}} (per burst)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burstTicks|}}}|{{#set: Burst Ticks = {{{burstTicks|}}} }}&lt;br /&gt;
;{{H:title|link=no|Time between shots|Burst Ticks}}&lt;br /&gt;
:{{ticks|{{{burstTicks|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{missRadius|}}}|{{#set:Miss Radius = {{{missRadius|}}} }}&lt;br /&gt;
;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}&lt;br /&gt;
:{{{missRadius|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blastRadius|}}}|{{#set:Blast Radius = {{{blastRadius|}}} }}&lt;br /&gt;
;Blast Radius&lt;br /&gt;
:{{{blastRadius|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{DPS|}}}|&lt;br /&gt;
;{{H:title|link=yes|Formatted as: Maximum damage per second (DPS with average accuracy)|DPS}}&lt;br /&gt;
:{{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }} {{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|({{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round2 }})}}}}}}}}&lt;br /&gt;
{{#set:Maximum DPS={{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }}}}&lt;br /&gt;
{{#set:Avarage DPS={{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|{{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round 2 }}}}}}}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stoppingPower|}}}|{{#set: Stopping power = {{{stoppingPower|}}} }}&lt;br /&gt;
;{{H:title|link=no|Ability of a weapon to 'stagger' targets, slowing them down for a few seconds. Larger values allow the weapon to stagger targets with bigger body sizes.|Stopping power}}&lt;br /&gt;
:{{{stoppingPower|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{buy|}}}|&lt;br /&gt;
;Buy&lt;br /&gt;
:{{{buy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{sell|}}}|&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |{{#set:Sell = {{{sell|}}} }} }}}}&lt;br /&gt;
;Sell &lt;br /&gt;
:{{{sell|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
[[Category:Template Infobox]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Concept:Production_Animals&amp;diff=60655</id>
		<title>Concept:Production Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Concept:Production_Animals&amp;diff=60655"/>
		<updated>2018-10-21T22:03:02Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#concept:&lt;br /&gt;
   [[Category:Animals]]&lt;br /&gt;
   [[Infobox Example::0]]&lt;br /&gt;
   [[Milk Amount::+]]&lt;br /&gt;
OR [[Wool Amount::+]]&lt;br /&gt;
OR [[Egg Laying Interval::+]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=60654</id>
		<title>Template:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=60654"/>
		<updated>2018-10-21T22:02:49Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt; animal = c_08 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; plant = c_14 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; weapon = c_06 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; area = c_11 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; structure = c_02 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; production = c_25 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; security = c_10 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; furniture = c_01 |&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}}} {{#if:{{{2|}}}|{{{2}}}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;{{{name|{{BASEPAGENAME}}}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;{{{name|{{BASEPAGENAME}}}}}&amp;quot;&amp;gt;{{#if:{{{image|}}}|[[File:{{{image|}}}|{{{imagesize|}}}|link={{{name|{{BASEPAGENAME}}}}}|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]|[[File:{{{name|{{BASEPAGENAME}}}}}.png|link=|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}&amp;lt;/p&amp;gt;{{#set:Image = [[File:{{{image|{{PAGENAME}}.png}}}]]}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if:{{{name|{{BASEPAGENAME}}}}}|{{#set:Name = {{{name|{{BASEPAGENAME}}}}} }}}}&lt;br /&gt;
&lt;br /&gt;
;Type&lt;br /&gt;
:[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} |&amp;amp;#32;&amp;amp;ndash;&amp;amp;#32; [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}&lt;br /&gt;
;Placeable&lt;br /&gt;
:{{{placeable|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}&lt;br /&gt;
;Rotatable&lt;br /&gt;
:{{{rotatable|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}}| {{#if:{{{4}}}|{{#set:Size = {{{size|}}}&amp;amp;nbsp;ˣ&amp;amp;nbsp;{{{4|}}} }}|{{#set:Size = {{{size}}} }} }}&lt;br /&gt;
;Size&lt;br /&gt;
:{{#show: {{PAGENAME}} |?Size |link=none}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{efficiency|}}}|{{#set:Efficiency= {{{efficiency|}}} }}&lt;br /&gt;
;Efficiency&lt;br /&gt;
:{{{efficiency|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}&lt;br /&gt;
;HP&lt;br /&gt;
:{{{hp|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deterioration|}}}|{{#set:Deterioration Rate Base = {{{deterioration|}}} }}&lt;br /&gt;
;Deterioration Rate&lt;br /&gt;
:{{{deterioration|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to make|}}}|{{#set:Work To Make = {{{work to make|}}} }}&lt;br /&gt;
;Work To Make&lt;br /&gt;
:{{{work to make|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{marketvalue|}}}|{{#set: Market Value Base = {{{marketvalue|}}} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{{marketvalue|}}}&amp;amp;nbsp;{{Icon Small|silver}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty|}}}|{{#set:Beauty Base = {{{beauty|}}} }}&lt;br /&gt;
;Beauty&lt;br /&gt;
:[[Beauty Base::{{{beauty|}}}]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mass base|}}}|{{#set:Mass Base = {{{mass base|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{mass base|}}} kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability|}}}|{{#set:Flammability Base = {{{flammability|}}} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:{{#expr:{{{flammability|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minimum skill|}}}|{{#set:Minimum skill = {{{minimum skill|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{minimum skill|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Apparel--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcold|}}}|{{#set:Insulation - Cold Base= {{{insulationcold|}}} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:{{{insulationcold|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:{{{insulationheat|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:{{{armorblunt|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:{{{armorsharp|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:{{{armorheat|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{painshockthreshold|}}}|{{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }}&lt;br /&gt;
;Pain Shock Threshold&lt;br /&gt;
:{{{painshockthreshold|}}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{walkSpeed|}}}|{{#set:Move Speed Base = {{{walkSpeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{walkSpeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{movespeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massyoung|{{{massadult|}}}}}}|{{#set:Mass - Young= {{{massyoung|{{#expr:{{{massadult}}}/4}}}}} }}&lt;br /&gt;
;Mass - Young&lt;br /&gt;
:{{{massyoung|{{#expr:{{{massadult}}}/4}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massjuvenlie|{{{massadult|}}}}}}|{{#set:Mass - Juvenile= {{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} }}&lt;br /&gt;
;Mass - Juvenile&lt;br /&gt;
:{{{massjuvenlie|{{#expr:{{{massadult}}}/2}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massadult|}}}|{{#set:Mass - Adult= {{{massadult|}}} }}&lt;br /&gt;
;Mass - Adult&lt;br /&gt;
:{{{massadult|}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{attack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{attack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{attack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 1 DPS = {{#var: Attack1DPS}} }}&lt;br /&gt;
;Attack{{#if: {{{attack2dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{attack1part|Body part?}}}&amp;lt;br&amp;gt;{{{attack1dmg|?}}} dmg ({{{attack1type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack1cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1stun|}}}|{{#set:Attack 1 Stun = {{{attack1stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack1stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{attack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{attack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{attack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 2 DPS = {{#var: Attack2DPS}} }}&lt;br /&gt;
;Attack 2&lt;br /&gt;
:{{{attack2part|Body part?}}}&amp;lt;br&amp;gt;{{{attack2dmg|?}}} dmg ({{{attack2type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack2cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2stun|}}}|{{#set:Attack 2 Stun = {{{attack2stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack2stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{attack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{attack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{attack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 3 DPS = {{#var: Attack3DPS}} }}&lt;br /&gt;
;Attack 3&lt;br /&gt;
:{{{attack3part|Body part?}}}&amp;lt;br&amp;gt;{{{attack3dmg|?}}} dmg ({{{attack3type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack3cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3stun|}}}|{{#set:Attack 3 Stun = {{{attack3stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack3stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|&lt;br /&gt;
  {{#set:Attack 4 Damage = {{{attack4dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Type = {{{attack4type|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Part = {{{attack4part|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 4 DPS = {{#var: Attack4DPS}} }}&lt;br /&gt;
;Attack 4&lt;br /&gt;
:{{{attack4part|Body part?}}}&amp;lt;br&amp;gt;{{{attack4dmg|?}}} dmg ({{{attack4type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack4cool|0}}}}} on first strike}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack4stun|0}}}*20}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: Attack4DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}})/4 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}})/3 * 0.62 round 2}} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: Attack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}})/2 * 0.62 round 2}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: Attack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MobAverageDPS | {{#expr: {{#var: Attack1DPS}} * 0.62 round 2}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage|}}}|{{#set:Melee Damage Base = {{{mobdamage|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype|}}}|{{#set:Melee Damage Def = {{{mobdamagetype|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage2|}}}|{{#set:Melee Damage Base = {{{mobdamage2|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype2|}}}|{{#set:Melee Damage Def = {{{mobdamagetype2|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage3|}}}|{{#set:Melee Damage Base = {{{mobdamage3|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype3|}}}|{{#set:Melee Damage Def = {{{mobdamagetype3|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamageaverage|}}}|{{#set:Average Melee Damage = {{{mobdamageaverage|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Animals |&lt;br /&gt;
  {{#if: {{{meatname|}}}|&lt;br /&gt;
    {{#vardefine: MeatName | {{{meatname|}}}}}{{#set: Meat Name = {{{meatname|}}} }}|&lt;br /&gt;
    {{#vardefine: MeatName | {{{name|{{BASEPAGENAME}}}}} meat}}{{#set: Meat Name = {{{name|{{BASEPAGENAME}}}}} meat}} }}&lt;br /&gt;
  {{#if: {{{leathername|}}}|&lt;br /&gt;
    {{#vardefine: LeatherName | {{{leathername|}}}}}{{#set: Leather Name = {{{leathername|}}} }}|&lt;br /&gt;
    {{#vardefine: LeatherName | {{{name|{{BASEPAGENAME}}}}} leather}}{{#set: Leather Name = {{{name|{{BASEPAGENAME}}}}} leather}} }}&lt;br /&gt;
  {{#if: {{{is exotic species|}}}|{{#set: Is Exotic Species = true}}|{{#set: Is Exotic Species = false}}}}|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}}|&lt;br /&gt;
  {{#set: Body Size = {{{bodysize|}}} }}&lt;br /&gt;
  &amp;lt;!-- This section only for when meat yield is overridden in the XML def --&amp;gt;&lt;br /&gt;
  &amp;lt;!-- As of A14, only Thrumbo, Scyther and Centipede should have this param specified --&amp;gt;&lt;br /&gt;
  {{#if: {{{meatyield|}}}|&lt;br /&gt;
    {{#set: Meat Yield = {{{meatyield|}}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{{meatyield|}}}|&lt;br /&gt;
  &amp;lt;!-- Section end --&amp;gt;&lt;br /&gt;
    {{#vardefine: MeatYield | {{#expr: 90 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
    {{#set: Meat Yield = {{#var: MeatYield}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{#var: MeatYield}}}}  [[Meat|{{lc:{{#var: MeatName}}}}]]&lt;br /&gt;
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
  {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}&lt;br /&gt;
;Carrying Capacity&lt;br /&gt;
:{{#var: CarryingCapacity}}&lt;br /&gt;
  {{#if: {{{leathername|}}}|&lt;br /&gt;
    {{#vardefine: LeatherYield | {{#expr: 20 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
    {{#set: Leather Yield = {{#var: LeatherYield}} }}&lt;br /&gt;
;Leather Yield&lt;br /&gt;
:{{#var: LeatherYield}}}} [[{{#var: LeatherName}}|{{lc:{{#var: LeatherName}}}}]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhunter|}}}|{{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter when attacked.|Manhunter Chance}}&lt;br /&gt;
:{{#expr: {{{manhunter|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhuntertame|}}}|{{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter on a failed taming attempt.|Manhunter Chance (Taming)}}&lt;br /&gt;
:{{#expr: {{{manhuntertame|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}&lt;br /&gt;
;Hunger Rate&lt;br /&gt;
:{{{hungerrate|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{diet|}}}|{{#set:Diet ={{{diet|}}} }}&lt;br /&gt;
;Diet&lt;br /&gt;
:{{{diet|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}&lt;br /&gt;
;Life Expectancy&lt;br /&gt;
:{{{lifespan|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{trainable|}}}|{{#set:Trainable Intelligence = {{{trainable|}}} }}&lt;br /&gt;
;Trainable Intelligence&lt;br /&gt;
:{{{trainable|}}}&lt;br /&gt;
{{#switch: {{{trainable|}}}&lt;br /&gt;
| none = {{#set: Can Train Obedience = no |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| simple = {{#set: Can Train Obedience = yes |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| intermediate = {{#set: Can Train Obedience = yes |Can Train Release = yes |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| advanced = {{#set: Can Train Obedience = yes |Can Train Release = yes}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.65|{{#set: Can Train Rescue = yes}}|{{#set: Can Train Rescue = no}}}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.41|{{#set: Can Train Haul = yes}}|{{#set: Can Train Haul = no}}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{handleskill|}}}|{{#set:Minimum Handling Skill = {{{handleskill|}}} }}&lt;br /&gt;
;{{H:title|link=no|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}&lt;br /&gt;
:{{{handleskill|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wildness|}}}|{{#set:Wildness = {{{wildness|}}} }}&lt;br /&gt;
;{{H:title|link=no|Wilder creatures are naturally more difficult to tame, train, and handle.|Wildness}}&lt;br /&gt;
:{{#expr: {{{wildness|}}} * 100 round0}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{predator|}}}|true|{{#set:Is Predator = true}}|}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milk|}}}|{{#set: Milk Amount = {{{milk|}}} }}&lt;br /&gt;
;[[Milk]] Amount&lt;br /&gt;
:{{{milk|}}} }}&lt;br /&gt;
{{[[Infobox Example::1]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milktime|}}}|{{#set: Milking Interval Days = {{{milktime|}}} }}&lt;br /&gt;
{{#set: Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }}&lt;br /&gt;
;Milking Interval&lt;br /&gt;
:{{{milktime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wool|}}}|&lt;br /&gt;
  {{#set: Wool Amount = {{{wool|}}}}}&lt;br /&gt;
  {{#if: {{{woolname|}}}|&lt;br /&gt;
    {{#vardefine: WoolName | {{{woolname|}}}}}{{#set: Wool Name = {{{woolname|}}}}}|&lt;br /&gt;
    {{#vardefine: WoolName | {{{name|{{BASEPAGENAME}}}}} wool}}{{#set: Wool Name = {{{name|{{BASEPAGENAME}}}}} wool}}&lt;br /&gt;
  }}&lt;br /&gt;
;Wool Amount&lt;br /&gt;
:{{{wool|}}} [[{{#var: WoolName}}|{{lc:{{#var: WoolName}}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}&lt;br /&gt;
{{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}&lt;br /&gt;
;Shearing Interval&lt;br /&gt;
:{{{sheartime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}&lt;br /&gt;
{{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}&lt;br /&gt;
;Eggs Per Clutch&lt;br /&gt;
:{{#show: {{PAGENAME}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{PAGENAME}}|?Eggs Per Clutch Maximum|link=none}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggtime|}}}|{{#set: Egg Laying Interval = {{{eggtime|}}} }}&lt;br /&gt;
{{#set: Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }}&lt;br /&gt;
;Egg Laying Interval&lt;br /&gt;
:{{{eggtime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}&lt;br /&gt;
;Gestation Period&lt;br /&gt;
{{#switch: {{{gestation|}}}&lt;br /&gt;
| N/A = :N/A&lt;br /&gt;
| 1 = :{{{gestation|}}} day&lt;br /&gt;
| #default = :{{{gestation|}}} days&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{offspring|}}}|{{#set: Offspring Per Birth = {{{offspring|}}} }}&lt;br /&gt;
;Offspring Per Birth&lt;br /&gt;
:{{{offspring|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{{maturityage|}}} }}&lt;br /&gt;
;Maturity Age&lt;br /&gt;
:{{{maturityage|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{livesin_aridshrubland|}}}|{{#set: Lives in Arid Shrubland = true}} }}&lt;br /&gt;
{{#if: {{{livesin_borealforest|}}}|{{#set: Lives in Boreal Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_desert|}}}|{{#set: Lives in Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_extremedesert|}}}|{{#set: Lives in Extreme Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_icesheet|}}}|{{#set: Lives in Icesheet = true}} }}&lt;br /&gt;
{{#if: {{{livesin_seaice|}}}|{{#set: Lives in Sea Ice = true}} }}&lt;br /&gt;
{{#if: {{{livesin_temperateforest|}}}|{{#set: Lives in Temperate Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalrainforest|}}}|{{#set: Lives in Tropical Rainforest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tundra|}}}|{{#set: Lives in Tundra = true}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Plants--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{growth time|}}}|{{#set:Growth Time = {{{growth time|}}} }}&lt;br /&gt;
;Time to grow&lt;br /&gt;
:{{{growth time|}}} day(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{yield|}}}|&lt;br /&gt;
;Food Yield&lt;br /&gt;
:{{{yield|}}} [[food|food]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wood|}}}|&lt;br /&gt;
;Wood Yield&lt;br /&gt;
:{{{wood|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}&lt;br /&gt;
;Power&lt;br /&gt;
:{{{power|}}}W}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{facility|}}}|{{#set:Facility = {{{facility|}}} }}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build|}}}|{{#set:Work To Build = {{{work to build|}}} }}&lt;br /&gt;
;Work To Build&lt;br /&gt;
:{{{work to build|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{material amount|}}}{{{material name|}}}|{{#set:Material Amount = {{{material amount|}}} }}  {{#set:Material Name= {{{material name|}}} }}&lt;br /&gt;
;Materials &lt;br /&gt;
:{{icon|{{lc:{{{material name|buildingmat}}}}}|{{{material amount|}}}|16&lt;br /&gt;
}}{{#if: {{{material 2 amount|}}}{{{material 2 name|}}}|&lt;br /&gt;
  {{#set:Material 2 Amount = {{{material 2 amount|}}} }}  {{#set:Material 2 Name= {{{material 2 name|}}} }}&lt;br /&gt;
   &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 2 name|component}}}}}|{{{material 2 amount|}}}|16&lt;br /&gt;
  }} {{#if: {{{material 3 amount|}}}{{{material 3 name|}}}|&lt;br /&gt;
    {{#set:Material 3 Amount = {{{material 3 amount|}}} }}    {{#set:Material 3 Name= {{{material 3 name|}}} }}&lt;br /&gt;
     &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 3 name|component}}}}}|{{{material 3 amount|}}}|16&lt;br /&gt;
    }} {{#if: {{{material 4 amount|}}}{{{material 4 name|}}}|&lt;br /&gt;
      {{#set:Material 4 Amount = {{{material 4 amount|}}} }}      {{#set:Material 4 Name= {{{material 4 name|}}} }}&lt;br /&gt;
       &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 4 name|component}}}}}|{{{material 4 amount|}}}|16&lt;br /&gt;
      }} }}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Floors--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{speed|}}}|{{#set:Move Speed Factor = {{{speed|}}} }}&lt;br /&gt;
;Move Speed Factor&lt;br /&gt;
:{{#expr:{{{speed|}}}*100}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Furniture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{immunity gain speed factor|}}}|{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}&lt;br /&gt;
;Immunity Gain Speed Factor&lt;br /&gt;
:{{{immunity gain speed factor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness|}}}|{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:{{{rest effectiveness|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort|}}}|{{#set:Comfort Base = {{{comfort|}}} }}&lt;br /&gt;
;Comfort&lt;br /&gt;
:{{{comfort|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort offset|}}}|{{#set:Comfort Offset = {{{comfort offset|}}} }}&lt;br /&gt;
;Comfort Offset &lt;br /&gt;
:{{{comfort offset|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cover|}}}|{{#set:Cover Effectiveness= {{{cover|}}} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:{{#expr:{{{cover|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Weapons--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} Weapons}}&lt;br /&gt;
;Class&lt;br /&gt;
:[[{{{class|}}} Weapons|{{{class|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{damage|}}}|&lt;br /&gt;
{{#if: {{{damage type|}}}|{{#set:Damage Type = {{{damage type|}}} }}|{{#set:Damage Type = Sharp }} }}&lt;br /&gt;
;Dmg Type&lt;br /&gt;
:{{{damage type|Sharp }}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--the following determines if the item is a melee weapon, else assumes it's ranged, then sets relevant property--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |&lt;br /&gt;
{{#set:Melee Damage Base = {{{damage|}}}&lt;br /&gt;
|Melee Warmup = {{{warmup|}}}&lt;br /&gt;
|Melee Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#set:Damage Base = {{{damage|}}}&lt;br /&gt;
|Aiming Time Base = {{{warmup|}}}&lt;br /&gt;
|Ranged Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
|Weapons/Row/Ranged/NoInclude=False&lt;br /&gt;
}} }} |}}&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{damage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- New melee starting from Beta 18 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{meleeattack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{meleeattack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack{{#if: {{{meleeattack1dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{meleeattack1part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack1dmg|?}}} dmg ({{{meleeattack1type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack1cool|0}}} seconds cooldown}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{meleeattack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{meleeattack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 2{{#if: {{{meleeattack2dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack2part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack2dmg|?}}} dmg ({{{meleeattack2type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack2cool|0}}} seconds cooldown}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{meleeattack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{meleeattack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 3{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack3part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack3dmg|?}}} dmg ({{{meleeattack3type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack3cool|0}}} seconds cooldown }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageDPS|}}}|&lt;br /&gt;
;Melee Average DPS&lt;br /&gt;
:{{{MeleeWeaponAverageDPS|}}} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game &lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|&lt;br /&gt;
  {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3Chance}}) }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|&lt;br /&gt;
      {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}})}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|&lt;br /&gt;
        {{#vardefine: TotalChance | {{#expr: {{#var: MeleeAttack1Chance}}}} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2DPS}} * {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3DPS}} * {{#var: MeleeAttack3Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: meleeattack2dmg}} * {{#var: MeleeAttack2Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var: MeleeAttack1DPS}} }} }} }} }} }} &lt;br /&gt;
&lt;br /&gt;
 ---------- Line to separate the mess above from the other stuff below ---------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorPenetration|}}}|&lt;br /&gt;
;Armor penetration&lt;br /&gt;
:{{{armorPenetration|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{warmup|}}}|&lt;br /&gt;
;{{H:title|link=no|Time it takes to aim the weapon|Warm-Up}}&lt;br /&gt;
:{{ticks|{{{warmup|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cooldown |}}}|&lt;br /&gt;
;{{H:title|link=no|Waiting time before you can aim again after firing|Cooldown}}&lt;br /&gt;
:{{ticks|{{{cooldown|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{range|}}}|{{#set:Range = {{{range|}}} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{range|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minrange|}}}|&lt;br /&gt;
;Minimum Range&lt;br /&gt;
:{{{minrange|}}} tiles}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracy|}}}|&lt;br /&gt;
;Accuracy&lt;br /&gt;
:{{{accuracy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyTouch|}}}| {{#Set: Accuracy (Touch) Base = {{{accuracyTouch|}}} }}    &lt;br /&gt;
{{#if: {{{accuracyShort|}}}| {{#Set: Accuracy (Short) Base = {{{accuracyShort|}}} }}   &lt;br /&gt;
{{#if: {{{accuracyMedium|}}}| {{#Set: Accuracy (Medium) Base = {{{accuracyMedium|}}} }}       &lt;br /&gt;
{{#if: {{{accuracyLong|}}}| {{#Set: Accuracy (Long) Base = {{{accuracyLong|}}} }}&lt;br /&gt;
;{{H:title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}&lt;br /&gt;
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%&lt;br /&gt;
;Average Acc.&lt;br /&gt;
:{{ #expr: (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/4) round2 }}%&lt;br /&gt;
}}     &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}&lt;br /&gt;
;Velocity&lt;br /&gt;
:{{{velocity|}}} (m/s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}}|{{#set:Burst Count = {{{burst|}}} }}&lt;br /&gt;
;Burst Count&lt;br /&gt;
:{{{burst|}}} (per burst)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burstTicks|}}}|{{#set: Burst Ticks = {{{burstTicks|}}} }}&lt;br /&gt;
;{{H:title|link=no|Time between shots|Burst Ticks}}&lt;br /&gt;
:{{ticks|{{{burstTicks|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{missRadius|}}}|{{#set:Miss Radius = {{{missRadius|}}} }}&lt;br /&gt;
;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}&lt;br /&gt;
:{{{missRadius|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blastRadius|}}}|{{#set:Blast Radius = {{{blastRadius|}}} }}&lt;br /&gt;
;Blast Radius&lt;br /&gt;
:{{{blastRadius|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{DPS|}}}|&lt;br /&gt;
;{{H:title|link=yes|Formatted as: Maximum damage per second (DPS with average accuracy)|DPS}}&lt;br /&gt;
:{{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }} {{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|({{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round2 }})}}}}}}}}&lt;br /&gt;
{{#set:Maximum DPS={{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }}}}&lt;br /&gt;
{{#set:Avarage DPS={{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|{{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round 2 }}}}}}}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stoppingPower|}}}|{{#set: Stopping power = {{{stoppingPower|}}} }}&lt;br /&gt;
;{{H:title|link=no|Ability of a weapon to 'stagger' targets, slowing them down for a few seconds. Larger values allow the weapon to stagger targets with bigger body sizes.|Stopping power}}&lt;br /&gt;
:{{{stoppingPower|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{buy|}}}|&lt;br /&gt;
;Buy&lt;br /&gt;
:{{{buy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{sell|}}}|&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |{{#set:Sell = {{{sell|}}} }} }}}}&lt;br /&gt;
;Sell &lt;br /&gt;
:{{{sell|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
[[Category:Template Infobox]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Concept:Production_Animals&amp;diff=60653</id>
		<title>Concept:Production Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Concept:Production_Animals&amp;diff=60653"/>
		<updated>2018-10-21T22:02:36Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#concept:&lt;br /&gt;
   [[Category:Animals]]&lt;br /&gt;
   [[Infobox Example::]]&lt;br /&gt;
   [[Milk Amount::+]]&lt;br /&gt;
OR [[Wool Amount::+]]&lt;br /&gt;
OR [[Egg Laying Interval::+]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Concept:Production_Animals&amp;diff=60652</id>
		<title>Concept:Production Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Concept:Production_Animals&amp;diff=60652"/>
		<updated>2018-10-21T22:02:00Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#concept:&lt;br /&gt;
   [[Category:Animals]]&lt;br /&gt;
   [[Infobox Example::false]]&lt;br /&gt;
   [[Milk Amount::+]]&lt;br /&gt;
OR [[Wool Amount::+]]&lt;br /&gt;
OR [[Egg Laying Interval::+]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=60651</id>
		<title>Template:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=60651"/>
		<updated>2018-10-21T22:01:43Z</updated>

		<summary type="html">&lt;p&gt;Generalveek: Making changes to remove ithis page from the &amp;quot;Milk&amp;quot; page. (I hope!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt; animal = c_08 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; plant = c_14 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; weapon = c_06 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; area = c_11 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; structure = c_02 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; production = c_25 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; security = c_10 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; furniture = c_01 |&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}}} {{#if:{{{2|}}}|{{{2}}}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;{{{name|{{BASEPAGENAME}}}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;{{{name|{{BASEPAGENAME}}}}}&amp;quot;&amp;gt;{{#if:{{{image|}}}|[[File:{{{image|}}}|{{{imagesize|}}}|link={{{name|{{BASEPAGENAME}}}}}|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]|[[File:{{{name|{{BASEPAGENAME}}}}}.png|link=|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}&amp;lt;/p&amp;gt;{{#set:Image = [[File:{{{image|{{PAGENAME}}.png}}}]]}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if:{{{name|{{BASEPAGENAME}}}}}|{{#set:Name = {{{name|{{BASEPAGENAME}}}}} }}}}&lt;br /&gt;
&lt;br /&gt;
;Type&lt;br /&gt;
:[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} |&amp;amp;#32;&amp;amp;ndash;&amp;amp;#32; [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}&lt;br /&gt;
;Placeable&lt;br /&gt;
:{{{placeable|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}&lt;br /&gt;
;Rotatable&lt;br /&gt;
:{{{rotatable|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}}| {{#if:{{{4}}}|{{#set:Size = {{{size|}}}&amp;amp;nbsp;ˣ&amp;amp;nbsp;{{{4|}}} }}|{{#set:Size = {{{size}}} }} }}&lt;br /&gt;
;Size&lt;br /&gt;
:{{#show: {{PAGENAME}} |?Size |link=none}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{efficiency|}}}|{{#set:Efficiency= {{{efficiency|}}} }}&lt;br /&gt;
;Efficiency&lt;br /&gt;
:{{{efficiency|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}&lt;br /&gt;
;HP&lt;br /&gt;
:{{{hp|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deterioration|}}}|{{#set:Deterioration Rate Base = {{{deterioration|}}} }}&lt;br /&gt;
;Deterioration Rate&lt;br /&gt;
:{{{deterioration|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to make|}}}|{{#set:Work To Make = {{{work to make|}}} }}&lt;br /&gt;
;Work To Make&lt;br /&gt;
:{{{work to make|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{marketvalue|}}}|{{#set: Market Value Base = {{{marketvalue|}}} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{{marketvalue|}}}&amp;amp;nbsp;{{Icon Small|silver}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty|}}}|{{#set:Beauty Base = {{{beauty|}}} }}&lt;br /&gt;
;Beauty&lt;br /&gt;
:[[Beauty Base::{{{beauty|}}}]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mass base|}}}|{{#set:Mass Base = {{{mass base|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{mass base|}}} kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability|}}}|{{#set:Flammability Base = {{{flammability|}}} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:{{#expr:{{{flammability|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minimum skill|}}}|{{#set:Minimum skill = {{{minimum skill|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{minimum skill|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Apparel--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcold|}}}|{{#set:Insulation - Cold Base= {{{insulationcold|}}} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:{{{insulationcold|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:{{{insulationheat|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:{{{armorblunt|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:{{{armorsharp|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:{{{armorheat|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{painshockthreshold|}}}|{{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }}&lt;br /&gt;
;Pain Shock Threshold&lt;br /&gt;
:{{{painshockthreshold|}}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{walkSpeed|}}}|{{#set:Move Speed Base = {{{walkSpeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{walkSpeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{movespeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massyoung|{{{massadult|}}}}}}|{{#set:Mass - Young= {{{massyoung|{{#expr:{{{massadult}}}/4}}}}} }}&lt;br /&gt;
;Mass - Young&lt;br /&gt;
:{{{massyoung|{{#expr:{{{massadult}}}/4}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massjuvenlie|{{{massadult|}}}}}}|{{#set:Mass - Juvenile= {{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} }}&lt;br /&gt;
;Mass - Juvenile&lt;br /&gt;
:{{{massjuvenlie|{{#expr:{{{massadult}}}/2}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massadult|}}}|{{#set:Mass - Adult= {{{massadult|}}} }}&lt;br /&gt;
;Mass - Adult&lt;br /&gt;
:{{{massadult|}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{attack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{attack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{attack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 1 DPS = {{#var: Attack1DPS}} }}&lt;br /&gt;
;Attack{{#if: {{{attack2dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{attack1part|Body part?}}}&amp;lt;br&amp;gt;{{{attack1dmg|?}}} dmg ({{{attack1type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack1cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1stun|}}}|{{#set:Attack 1 Stun = {{{attack1stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack1stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{attack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{attack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{attack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 2 DPS = {{#var: Attack2DPS}} }}&lt;br /&gt;
;Attack 2&lt;br /&gt;
:{{{attack2part|Body part?}}}&amp;lt;br&amp;gt;{{{attack2dmg|?}}} dmg ({{{attack2type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack2cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2stun|}}}|{{#set:Attack 2 Stun = {{{attack2stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack2stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{attack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{attack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{attack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 3 DPS = {{#var: Attack3DPS}} }}&lt;br /&gt;
;Attack 3&lt;br /&gt;
:{{{attack3part|Body part?}}}&amp;lt;br&amp;gt;{{{attack3dmg|?}}} dmg ({{{attack3type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack3cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3stun|}}}|{{#set:Attack 3 Stun = {{{attack3stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack3stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|&lt;br /&gt;
  {{#set:Attack 4 Damage = {{{attack4dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Type = {{{attack4type|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Part = {{{attack4part|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 4 DPS = {{#var: Attack4DPS}} }}&lt;br /&gt;
;Attack 4&lt;br /&gt;
:{{{attack4part|Body part?}}}&amp;lt;br&amp;gt;{{{attack4dmg|?}}} dmg ({{{attack4type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack4cool|0}}}}} on first strike}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack4stun|0}}}*20}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: Attack4DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}})/4 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}})/3 * 0.62 round 2}} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: Attack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}})/2 * 0.62 round 2}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: Attack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MobAverageDPS | {{#expr: {{#var: Attack1DPS}} * 0.62 round 2}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage|}}}|{{#set:Melee Damage Base = {{{mobdamage|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype|}}}|{{#set:Melee Damage Def = {{{mobdamagetype|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage2|}}}|{{#set:Melee Damage Base = {{{mobdamage2|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype2|}}}|{{#set:Melee Damage Def = {{{mobdamagetype2|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage3|}}}|{{#set:Melee Damage Base = {{{mobdamage3|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype3|}}}|{{#set:Melee Damage Def = {{{mobdamagetype3|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamageaverage|}}}|{{#set:Average Melee Damage = {{{mobdamageaverage|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Animals |&lt;br /&gt;
  {{#if: {{{meatname|}}}|&lt;br /&gt;
    {{#vardefine: MeatName | {{{meatname|}}}}}{{#set: Meat Name = {{{meatname|}}} }}|&lt;br /&gt;
    {{#vardefine: MeatName | {{{name|{{BASEPAGENAME}}}}} meat}}{{#set: Meat Name = {{{name|{{BASEPAGENAME}}}}} meat}} }}&lt;br /&gt;
  {{#if: {{{leathername|}}}|&lt;br /&gt;
    {{#vardefine: LeatherName | {{{leathername|}}}}}{{#set: Leather Name = {{{leathername|}}} }}|&lt;br /&gt;
    {{#vardefine: LeatherName | {{{name|{{BASEPAGENAME}}}}} leather}}{{#set: Leather Name = {{{name|{{BASEPAGENAME}}}}} leather}} }}&lt;br /&gt;
  {{#if: {{{is exotic species|}}}|{{#set: Is Exotic Species = true}}|{{#set: Is Exotic Species = false}}}}|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}}|&lt;br /&gt;
  {{#set: Body Size = {{{bodysize|}}} }}&lt;br /&gt;
  &amp;lt;!-- This section only for when meat yield is overridden in the XML def --&amp;gt;&lt;br /&gt;
  &amp;lt;!-- As of A14, only Thrumbo, Scyther and Centipede should have this param specified --&amp;gt;&lt;br /&gt;
  {{#if: {{{meatyield|}}}|&lt;br /&gt;
    {{#set: Meat Yield = {{{meatyield|}}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{{meatyield|}}}|&lt;br /&gt;
  &amp;lt;!-- Section end --&amp;gt;&lt;br /&gt;
    {{#vardefine: MeatYield | {{#expr: 90 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
    {{#set: Meat Yield = {{#var: MeatYield}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{#var: MeatYield}}}}  [[Meat|{{lc:{{#var: MeatName}}}}]]&lt;br /&gt;
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
  {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}&lt;br /&gt;
;Carrying Capacity&lt;br /&gt;
:{{#var: CarryingCapacity}}&lt;br /&gt;
  {{#if: {{{leathername|}}}|&lt;br /&gt;
    {{#vardefine: LeatherYield | {{#expr: 20 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
    {{#set: Leather Yield = {{#var: LeatherYield}} }}&lt;br /&gt;
;Leather Yield&lt;br /&gt;
:{{#var: LeatherYield}}}} [[{{#var: LeatherName}}|{{lc:{{#var: LeatherName}}}}]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhunter|}}}|{{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter when attacked.|Manhunter Chance}}&lt;br /&gt;
:{{#expr: {{{manhunter|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhuntertame|}}}|{{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter on a failed taming attempt.|Manhunter Chance (Taming)}}&lt;br /&gt;
:{{#expr: {{{manhuntertame|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}&lt;br /&gt;
;Hunger Rate&lt;br /&gt;
:{{{hungerrate|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{diet|}}}|{{#set:Diet ={{{diet|}}} }}&lt;br /&gt;
;Diet&lt;br /&gt;
:{{{diet|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}&lt;br /&gt;
;Life Expectancy&lt;br /&gt;
:{{{lifespan|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{trainable|}}}|{{#set:Trainable Intelligence = {{{trainable|}}} }}&lt;br /&gt;
;Trainable Intelligence&lt;br /&gt;
:{{{trainable|}}}&lt;br /&gt;
{{#switch: {{{trainable|}}}&lt;br /&gt;
| none = {{#set: Can Train Obedience = no |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| simple = {{#set: Can Train Obedience = yes |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| intermediate = {{#set: Can Train Obedience = yes |Can Train Release = yes |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| advanced = {{#set: Can Train Obedience = yes |Can Train Release = yes}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.65|{{#set: Can Train Rescue = yes}}|{{#set: Can Train Rescue = no}}}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.41|{{#set: Can Train Haul = yes}}|{{#set: Can Train Haul = no}}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{handleskill|}}}|{{#set:Minimum Handling Skill = {{{handleskill|}}} }}&lt;br /&gt;
;{{H:title|link=no|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}&lt;br /&gt;
:{{{handleskill|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wildness|}}}|{{#set:Wildness = {{{wildness|}}} }}&lt;br /&gt;
;{{H:title|link=no|Wilder creatures are naturally more difficult to tame, train, and handle.|Wildness}}&lt;br /&gt;
:{{#expr: {{{wildness|}}} * 100 round0}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{predator|}}}|true|{{#set:Is Predator = true}}|}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milk|}}}|{{#set: Milk Amount = {{{milk|}}} }}&lt;br /&gt;
;[[Milk]] Amount&lt;br /&gt;
:{{{milk|}}} }}&lt;br /&gt;
{{[[Infobox Example::true]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milktime|}}}|{{#set: Milking Interval Days = {{{milktime|}}} }}&lt;br /&gt;
{{#set: Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }}&lt;br /&gt;
;Milking Interval&lt;br /&gt;
:{{{milktime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wool|}}}|&lt;br /&gt;
  {{#set: Wool Amount = {{{wool|}}}}}&lt;br /&gt;
  {{#if: {{{woolname|}}}|&lt;br /&gt;
    {{#vardefine: WoolName | {{{woolname|}}}}}{{#set: Wool Name = {{{woolname|}}}}}|&lt;br /&gt;
    {{#vardefine: WoolName | {{{name|{{BASEPAGENAME}}}}} wool}}{{#set: Wool Name = {{{name|{{BASEPAGENAME}}}}} wool}}&lt;br /&gt;
  }}&lt;br /&gt;
;Wool Amount&lt;br /&gt;
:{{{wool|}}} [[{{#var: WoolName}}|{{lc:{{#var: WoolName}}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}&lt;br /&gt;
{{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}&lt;br /&gt;
;Shearing Interval&lt;br /&gt;
:{{{sheartime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}&lt;br /&gt;
{{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}&lt;br /&gt;
;Eggs Per Clutch&lt;br /&gt;
:{{#show: {{PAGENAME}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{PAGENAME}}|?Eggs Per Clutch Maximum|link=none}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggtime|}}}|{{#set: Egg Laying Interval = {{{eggtime|}}} }}&lt;br /&gt;
{{#set: Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }}&lt;br /&gt;
;Egg Laying Interval&lt;br /&gt;
:{{{eggtime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}&lt;br /&gt;
;Gestation Period&lt;br /&gt;
{{#switch: {{{gestation|}}}&lt;br /&gt;
| N/A = :N/A&lt;br /&gt;
| 1 = :{{{gestation|}}} day&lt;br /&gt;
| #default = :{{{gestation|}}} days&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{offspring|}}}|{{#set: Offspring Per Birth = {{{offspring|}}} }}&lt;br /&gt;
;Offspring Per Birth&lt;br /&gt;
:{{{offspring|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{{maturityage|}}} }}&lt;br /&gt;
;Maturity Age&lt;br /&gt;
:{{{maturityage|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{livesin_aridshrubland|}}}|{{#set: Lives in Arid Shrubland = true}} }}&lt;br /&gt;
{{#if: {{{livesin_borealforest|}}}|{{#set: Lives in Boreal Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_desert|}}}|{{#set: Lives in Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_extremedesert|}}}|{{#set: Lives in Extreme Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_icesheet|}}}|{{#set: Lives in Icesheet = true}} }}&lt;br /&gt;
{{#if: {{{livesin_seaice|}}}|{{#set: Lives in Sea Ice = true}} }}&lt;br /&gt;
{{#if: {{{livesin_temperateforest|}}}|{{#set: Lives in Temperate Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalrainforest|}}}|{{#set: Lives in Tropical Rainforest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tundra|}}}|{{#set: Lives in Tundra = true}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Plants--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{growth time|}}}|{{#set:Growth Time = {{{growth time|}}} }}&lt;br /&gt;
;Time to grow&lt;br /&gt;
:{{{growth time|}}} day(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{yield|}}}|&lt;br /&gt;
;Food Yield&lt;br /&gt;
:{{{yield|}}} [[food|food]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wood|}}}|&lt;br /&gt;
;Wood Yield&lt;br /&gt;
:{{{wood|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}&lt;br /&gt;
;Power&lt;br /&gt;
:{{{power|}}}W}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{facility|}}}|{{#set:Facility = {{{facility|}}} }}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build|}}}|{{#set:Work To Build = {{{work to build|}}} }}&lt;br /&gt;
;Work To Build&lt;br /&gt;
:{{{work to build|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{material amount|}}}{{{material name|}}}|{{#set:Material Amount = {{{material amount|}}} }}  {{#set:Material Name= {{{material name|}}} }}&lt;br /&gt;
;Materials &lt;br /&gt;
:{{icon|{{lc:{{{material name|buildingmat}}}}}|{{{material amount|}}}|16&lt;br /&gt;
}}{{#if: {{{material 2 amount|}}}{{{material 2 name|}}}|&lt;br /&gt;
  {{#set:Material 2 Amount = {{{material 2 amount|}}} }}  {{#set:Material 2 Name= {{{material 2 name|}}} }}&lt;br /&gt;
   &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 2 name|component}}}}}|{{{material 2 amount|}}}|16&lt;br /&gt;
  }} {{#if: {{{material 3 amount|}}}{{{material 3 name|}}}|&lt;br /&gt;
    {{#set:Material 3 Amount = {{{material 3 amount|}}} }}    {{#set:Material 3 Name= {{{material 3 name|}}} }}&lt;br /&gt;
     &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 3 name|component}}}}}|{{{material 3 amount|}}}|16&lt;br /&gt;
    }} {{#if: {{{material 4 amount|}}}{{{material 4 name|}}}|&lt;br /&gt;
      {{#set:Material 4 Amount = {{{material 4 amount|}}} }}      {{#set:Material 4 Name= {{{material 4 name|}}} }}&lt;br /&gt;
       &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 4 name|component}}}}}|{{{material 4 amount|}}}|16&lt;br /&gt;
      }} }}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Floors--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{speed|}}}|{{#set:Move Speed Factor = {{{speed|}}} }}&lt;br /&gt;
;Move Speed Factor&lt;br /&gt;
:{{#expr:{{{speed|}}}*100}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Furniture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{immunity gain speed factor|}}}|{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}&lt;br /&gt;
;Immunity Gain Speed Factor&lt;br /&gt;
:{{{immunity gain speed factor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness|}}}|{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:{{{rest effectiveness|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort|}}}|{{#set:Comfort Base = {{{comfort|}}} }}&lt;br /&gt;
;Comfort&lt;br /&gt;
:{{{comfort|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort offset|}}}|{{#set:Comfort Offset = {{{comfort offset|}}} }}&lt;br /&gt;
;Comfort Offset &lt;br /&gt;
:{{{comfort offset|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cover|}}}|{{#set:Cover Effectiveness= {{{cover|}}} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:{{#expr:{{{cover|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Weapons--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} Weapons}}&lt;br /&gt;
;Class&lt;br /&gt;
:[[{{{class|}}} Weapons|{{{class|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{damage|}}}|&lt;br /&gt;
{{#if: {{{damage type|}}}|{{#set:Damage Type = {{{damage type|}}} }}|{{#set:Damage Type = Sharp }} }}&lt;br /&gt;
;Dmg Type&lt;br /&gt;
:{{{damage type|Sharp }}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--the following determines if the item is a melee weapon, else assumes it's ranged, then sets relevant property--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |&lt;br /&gt;
{{#set:Melee Damage Base = {{{damage|}}}&lt;br /&gt;
|Melee Warmup = {{{warmup|}}}&lt;br /&gt;
|Melee Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#set:Damage Base = {{{damage|}}}&lt;br /&gt;
|Aiming Time Base = {{{warmup|}}}&lt;br /&gt;
|Ranged Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
|Weapons/Row/Ranged/NoInclude=False&lt;br /&gt;
}} }} |}}&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{damage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- New melee starting from Beta 18 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{meleeattack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{meleeattack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack{{#if: {{{meleeattack1dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{meleeattack1part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack1dmg|?}}} dmg ({{{meleeattack1type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack1cool|0}}} seconds cooldown}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{meleeattack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{meleeattack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 2{{#if: {{{meleeattack2dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack2part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack2dmg|?}}} dmg ({{{meleeattack2type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack2cool|0}}} seconds cooldown}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{meleeattack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{meleeattack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 3{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack3part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack3dmg|?}}} dmg ({{{meleeattack3type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack3cool|0}}} seconds cooldown }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageDPS|}}}|&lt;br /&gt;
;Melee Average DPS&lt;br /&gt;
:{{{MeleeWeaponAverageDPS|}}} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game &lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|&lt;br /&gt;
  {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3Chance}}) }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|&lt;br /&gt;
      {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}})}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|&lt;br /&gt;
        {{#vardefine: TotalChance | {{#expr: {{#var: MeleeAttack1Chance}}}} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2DPS}} * {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3DPS}} * {{#var: MeleeAttack3Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: meleeattack2dmg}} * {{#var: MeleeAttack2Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var: MeleeAttack1DPS}} }} }} }} }} }} &lt;br /&gt;
&lt;br /&gt;
 ---------- Line to separate the mess above from the other stuff below ---------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorPenetration|}}}|&lt;br /&gt;
;Armor penetration&lt;br /&gt;
:{{{armorPenetration|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{warmup|}}}|&lt;br /&gt;
;{{H:title|link=no|Time it takes to aim the weapon|Warm-Up}}&lt;br /&gt;
:{{ticks|{{{warmup|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cooldown |}}}|&lt;br /&gt;
;{{H:title|link=no|Waiting time before you can aim again after firing|Cooldown}}&lt;br /&gt;
:{{ticks|{{{cooldown|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{range|}}}|{{#set:Range = {{{range|}}} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{range|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minrange|}}}|&lt;br /&gt;
;Minimum Range&lt;br /&gt;
:{{{minrange|}}} tiles}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracy|}}}|&lt;br /&gt;
;Accuracy&lt;br /&gt;
:{{{accuracy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyTouch|}}}| {{#Set: Accuracy (Touch) Base = {{{accuracyTouch|}}} }}    &lt;br /&gt;
{{#if: {{{accuracyShort|}}}| {{#Set: Accuracy (Short) Base = {{{accuracyShort|}}} }}   &lt;br /&gt;
{{#if: {{{accuracyMedium|}}}| {{#Set: Accuracy (Medium) Base = {{{accuracyMedium|}}} }}       &lt;br /&gt;
{{#if: {{{accuracyLong|}}}| {{#Set: Accuracy (Long) Base = {{{accuracyLong|}}} }}&lt;br /&gt;
;{{H:title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}&lt;br /&gt;
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%&lt;br /&gt;
;Average Acc.&lt;br /&gt;
:{{ #expr: (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/4) round2 }}%&lt;br /&gt;
}}     &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}&lt;br /&gt;
;Velocity&lt;br /&gt;
:{{{velocity|}}} (m/s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}}|{{#set:Burst Count = {{{burst|}}} }}&lt;br /&gt;
;Burst Count&lt;br /&gt;
:{{{burst|}}} (per burst)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burstTicks|}}}|{{#set: Burst Ticks = {{{burstTicks|}}} }}&lt;br /&gt;
;{{H:title|link=no|Time between shots|Burst Ticks}}&lt;br /&gt;
:{{ticks|{{{burstTicks|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{missRadius|}}}|{{#set:Miss Radius = {{{missRadius|}}} }}&lt;br /&gt;
;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}&lt;br /&gt;
:{{{missRadius|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blastRadius|}}}|{{#set:Blast Radius = {{{blastRadius|}}} }}&lt;br /&gt;
;Blast Radius&lt;br /&gt;
:{{{blastRadius|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{DPS|}}}|&lt;br /&gt;
;{{H:title|link=yes|Formatted as: Maximum damage per second (DPS with average accuracy)|DPS}}&lt;br /&gt;
:{{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }} {{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|({{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round2 }})}}}}}}}}&lt;br /&gt;
{{#set:Maximum DPS={{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }}}}&lt;br /&gt;
{{#set:Avarage DPS={{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|{{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round 2 }}}}}}}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stoppingPower|}}}|{{#set: Stopping power = {{{stoppingPower|}}} }}&lt;br /&gt;
;{{H:title|link=no|Ability of a weapon to 'stagger' targets, slowing them down for a few seconds. Larger values allow the weapon to stagger targets with bigger body sizes.|Stopping power}}&lt;br /&gt;
:{{{stoppingPower|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{buy|}}}|&lt;br /&gt;
;Buy&lt;br /&gt;
:{{{buy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{sell|}}}|&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |{{#set:Sell = {{{sell|}}} }} }}}}&lt;br /&gt;
;Sell &lt;br /&gt;
:{{{sell|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
[[Category:Template Infobox]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Generalveek</name></author>
	</entry>
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