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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Harakoni</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Harakoni"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Harakoni"/>
	<updated>2026-04-05T19:27:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blood_rage&amp;diff=179038</id>
		<title>Blood rage</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rage&amp;diff=179038"/>
		<updated>2026-04-05T06:54:33Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: Changed redirect target from Blood rain (ritual) to Blood rain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Blood rain]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Melee_Damage_Factor&amp;diff=179037</id>
		<title>Melee Damage Factor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Melee_Damage_Factor&amp;diff=179037"/>
		<updated>2026-04-05T06:53:29Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|1.5.4104}}{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| hide at value = 1&lt;br /&gt;
| minValue = 0.0001&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = A multiplier on the amount of melee damage inflicted by this person.&lt;br /&gt;
| category = PawnCombat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Multiplies damage dealt by all melee attacks. It also affects melee [[armor penetration]] when calculated from damage. It does not affect the {{AP}} of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s.{{AnomalyIcon}} The changes to damage and AP are considered in the melee verb selection.  &lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
* [[Weak melee damage]]:{{BiotechIcon}} {{Bad|x50%}}&lt;br /&gt;
* [[Strong melee damage]]:{{BiotechIcon}} {{Good|x150%}}&lt;br /&gt;
* [[Ghoul barbs]]:{{AnomalyIcon}} {{Good|x150%}}&lt;br /&gt;
* [[Juggernaut serum]]:{{AnomalyIcon}} {{Good|x150%}}&lt;br /&gt;
* [[Blood rain|Blood rage]]:{{AnomalyIcon}}&lt;br /&gt;
** Mild: {{Good|x110%}}&lt;br /&gt;
** Moderate: {{Good|x125%}}&lt;br /&gt;
** Severe: {{Good|x137.5%}}&lt;br /&gt;
** Extreme: {{Good|x150%}}&lt;br /&gt;
* [[Shambler]]s{{AnomalyIcon}} when [[crawl]]ing: {{Bad|x75%}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Removed Biotech MayRequire from MeleeDamageFactor stat.&lt;br /&gt;
{{Nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Melee_Damage_Factor&amp;diff=179036</id>
		<title>Melee Damage Factor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Melee_Damage_Factor&amp;diff=179036"/>
		<updated>2026-04-05T06:53:03Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|1.5.4104}}{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| hide at value = 1&lt;br /&gt;
| minValue = 0.0001&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = A multiplier on the amount of melee damage inflicted by this person.&lt;br /&gt;
| category = PawnCombat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Multiplies damage dealt by all melee attacks. It also affects melee [[armor penetration]] when calculated from damage. It does not affect the {{AP}} of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}. The changes to damage and AP are considered in the melee verb selection.  &lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
* [[Weak melee damage]]:{{BiotechIcon}} {{Bad|x50%}}&lt;br /&gt;
* [[Strong melee damage]]:{{BiotechIcon}} {{Good|x150%}}&lt;br /&gt;
* [[Ghoul barbs]]:{{AnomalyIcon}} {{Good|x150%}}&lt;br /&gt;
* [[Juggernaut serum]]:{{AnomalyIcon}} {{Good|x150%}}&lt;br /&gt;
* [[Blood rain|Blood rage]]:{{AnomalyIcon}}&lt;br /&gt;
** Mild: {{Good|x110%}}&lt;br /&gt;
** Moderate: {{Good|x125%}}&lt;br /&gt;
** Severe: {{Good|x137.5%}}&lt;br /&gt;
** Extreme: {{Good|x150%}}&lt;br /&gt;
* [[Shambler]]s{{AnomalyIcon}} when [[crawl]]ing: {{Bad|x75%}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Removed Biotech MayRequire from MeleeDamageFactor stat.&lt;br /&gt;
{{Nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Swimming_Devourer_south.png&amp;diff=179035</id>
		<title>File:Swimming Devourer south.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Swimming_Devourer_south.png&amp;diff=179035"/>
		<updated>2026-04-05T06:47:53Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
[[Category:Images - Entities]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Swimming_Devourer_east.png&amp;diff=179033</id>
		<title>File:Swimming Devourer east.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Swimming_Devourer_east.png&amp;diff=179033"/>
		<updated>2026-04-05T06:47:36Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
[[Category:Images - Entities]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Swimming_Devourer_north.png&amp;diff=179032</id>
		<title>File:Swimming Devourer north.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Swimming_Devourer_north.png&amp;diff=179032"/>
		<updated>2026-04-05T06:47:24Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
[[Category:Images - Entities]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devourer&amp;diff=179031</id>
		<title>Devourer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devourer&amp;diff=179031"/>
		<updated>2026-04-05T06:45:45Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Devourer&lt;br /&gt;
| image = Devourer.png&lt;br /&gt;
| description = A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 90&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 1&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 50&lt;br /&gt;
| armorblunt = 30&lt;br /&gt;
| armorheat = 20&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 250&lt;br /&gt;
| movespeed = 3.5&lt;br /&gt;
| healthscale = 7.2&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| body = Devourer&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 200&lt;br /&gt;
| trainable = None&lt;br /&gt;
| psychic sensitivity = 2&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| always violent = true&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| intelligence = ToolUser&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| override should have ability tracker = true&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| disable ignite verb = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left fin&lt;br /&gt;
| attack1labelNoLocation = fin&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1part = LeftFin&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1alwaysTreatAsWeapon = true&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right fin&lt;br /&gt;
| attack2labelNoLocation = fin&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2part = RightFin&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2alwaysTreatAsWeapon = true&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3label = teeth&lt;br /&gt;
| attack3dmg = 15&lt;br /&gt;
| attack3ap = 0.2&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3cool = 2.5&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Devourer&lt;br /&gt;
| label = devourer&lt;br /&gt;
}}&lt;br /&gt;
'''Devourers''' are an [[entity]] added in the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Devourers occasionally raid the colony as part of the Devourer attack event (which only requires a level 1 Monolith to generate), and can also be part of the final raids of the anomaly ending. Devourer attacks can also emerge from water.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Rewrite|section=1|reason=Separate swallowing/digestion summary subsection from combat summary}}&lt;br /&gt;
Similar to mech raids, devourers may spawn from ocean and river tiles even if a raid normally would not be able to spawn due to deep ocean water. This can be a nasty surprise for players who prioritized defenses against normal raids coming in from the map edge. {{Check Tag|verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
[[File:Devourer leap radius.png|thumb|left|White tiles showing full leap radius]]Devourers are rather unconventional combatants, as they prefer not to attack normally. Instead, they will choose a target within 9.9 tiles, leap at it, and instantly swallow it whole upon landing. It is possible to avoid being swallowed by using a [[Jump pack]],{{RoyaltyIcon}} or [[Longjump legs]],{{BiotechIcon}} or similar abilities invulnerability frames during the devourer's leap attack. You cannot outrun the leap once it has started, no matter what the move speed. The devourer will then prioritize a different target upon landing.{{Check Tag|Clarification needed|If it devours the pawn, or if it doesn't? What does prioritize actually mean in this context? unsuccessful swallow attempt atill triggera cooldown?}} A devourer cannot swallow any pawn with a body size greater than 2.5. Once the devourer has swallowed its target, it will not move so long as it is digesting, making it vulnerable to retaliation. The swallowed pawn will be digested over time at a rate related to their body size, receiving acid burns. The rate at which a creature is digested is linearly interpolated between three different points - 10 seconds to digest a pawn with a body size of 0.2, 30 seconds for a pawn with a body size of 1, and 43 seconds for a pawn with a body size of 2.15. The devourer is capable of swallowing and digesting [[mechanoid]]s. &lt;br /&gt;
&lt;br /&gt;
If a devourer catches [[fire]], is affected by [[vertigo pulse]],{{RoyaltyIcon}} is downed, or is killed, it will immediately regurgitate whatever it has swallowed. The devourer's swallowing attack has a cooldown of 1.44 hours.{{Check Tag|Ticks?|Specific ticks would let us stat the exact game time and IRL time}}&lt;br /&gt;
&lt;br /&gt;
Devourers have a [[psychic sensitivity]] of 200% and a bleed rate factor of 50%. They are immune to [[infection]]s.&lt;br /&gt;
&lt;br /&gt;
Devourers are quite destructive, and will smash up player-owned buildings, walls, or doors, if they cannot find any pawns to attack.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The devourer yields 4 [[bioferrite]] and 800W per day. Minimum containment strength of 90 - it requires a [[holding platform]]. They have a base escape {{MTB}} of 60 days.&lt;br /&gt;
&lt;br /&gt;
They can be studied for 2 Advanced dark study every {{ticks/gametime|120000}}&lt;br /&gt;
&lt;br /&gt;
===Study points comparison===&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=150&lt;br /&gt;
|title=Advanced study points of entities at different containment levels&lt;br /&gt;
|type=line&lt;br /&gt;
|colors = {{{color|purple, gray, black, red, blue}}}&lt;br /&gt;
|xAxisTitle=Containment strength&lt;br /&gt;
|xAxisMin = 50&lt;br /&gt;
|xAxisMax = 150&lt;br /&gt;
|yAxisTitle= Study points&lt;br /&gt;
|yAxisMin=0&lt;br /&gt;
|yAxisMax=4.5&lt;br /&gt;
|xGrid=&lt;br /&gt;
|yGrid=&lt;br /&gt;
|legend=&lt;br /&gt;
|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150&lt;br /&gt;
|y1={{Entity Research Points/Data points|Devourer}}&lt;br /&gt;
|y1Title=Devourer&lt;br /&gt;
|y2={{Entity Research Points/Data points|Metalhorror}}&lt;br /&gt;
|y2Title=Metalhorror&lt;br /&gt;
|y3={{Entity Research Points/Data points|Revenant}}&lt;br /&gt;
|y3Title=Revenant&lt;br /&gt;
|y4={{Entity Research Points/Data points|Chimera}}&lt;br /&gt;
|y4Title=Chimera&lt;br /&gt;
|y5={{Entity Research Points/Data points|Noctol}}&lt;br /&gt;
|y5Title=Noctol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
When fighting devourers in close range, especially in great numbers, it is practically guaranteed that at least one of your fighters will get swallowed. However, apart from the damage from acid burns, there are no long-term drawbacks to a pawn being swallowed, assuming they are promptly liberated. In fact, full devourers are easier to deal with, as they will not attack or flee while digesting. For these reasons, there are two basic strategies for engaging devourers: Picking them off at range and staying safe, or getting close and taking their punishment.&lt;br /&gt;
&lt;br /&gt;
If you plan on taking the devourers head-on, and there are a large number of devourers attacking, then it would be a good idea to try and split them off while also keeping your fighters close together. This way, fewer fighters end up being swallowed at any given time, and more fighters are available to retaliate against digesting devourers.&lt;br /&gt;
&lt;br /&gt;
If you have a stone door as the gate of your base, you can safely kill off any number of devourers by baiting them in one by one. Put a pawn that can take damage at the door as bait, and other pawns away from it. When a devourer is nearly in range, move the bait inside so that the door closes behind them. Because stone doors are slow, 1-2 devourers will still jump through before it closes. They will be isolated because other devourers will be blocked by the door. After killing them, you can repeat to kill the remaining ones. Remember to make sure the door never get blocked from closing, always move the bait inside before the devourer jump, and occasionally repair the damage to the door.&lt;br /&gt;
&lt;br /&gt;
Devourers are generally slower than humans, who have a base movement speed of 4.6 tiles/second. This makes [[kiting]] viable, but still dangerous. Care must be taken to stay out of the devourer's lunging range, as they can close the distance instantly. If any fighter ends up being swallowed while several devourers are in combat, you will have to choose whether to leave them for dead or abandon the kiting maneuver and rescue them.&lt;br /&gt;
&lt;br /&gt;
If you have a [[mechanitor]]{{BiotechIcon}} in your colony, a valid strategy would be to inundate the devourers by sending in a wave of labor mechanoids and allowing them to be swallowed, then sending in your actual fighters. A&lt;br /&gt;
[[war queen]]'s{{BiotechIcon}} [[war urchin]]s{{BiotechIcon}} can serve as incredibly cheap fodder to bait the devour attack.&lt;br /&gt;
[[Scorcher]]s{{BiotechIcon}} can be highly effective in forcing devourers to regurgitate swallowed pawns or mechs. The high rate of fire of scorchers, as well as their low resource and bandwidth cost, make them cost-efficient counters to the devourer's most dangerous attack. Similarly, pawns armed with [[hellcat rifle]]s or [[incinerator]]s can be used on devourers that are actively digesting. [[Tesseron]]s{{BiotechIcon}} can also be effective at lighting devourers on fire, and have considerably longer range than scorchers. Additionally, the devourer is incapable of swallowing the larger mechs. For example, if you use a [[Diabolus]]{{BiotechIcon}} or a [[War_queen|War Queen]]{{BiotechIcon}} to tank, you can force the devourer to stay in melee combat while other mechanoids or colonists shoot at it. Some medium sized mechs, such as the [[Pikeman]]{{BiotechIcon}} or [[Scyther]]{{BiotechIcon}}, can be swallowed and go through a full digestion cycle without dying, allowing them to be swallowed a second time. If they do go through that cycle and survive, they still take significant damage and are likely to lose a body part.&lt;br /&gt;
&lt;br /&gt;
Similarly, devourers can be countered with attack animals. Spammable animals like dogs are numerous and expendable enough to be used as a distraction, similar to labor mechanoids. Larger animals like elephants work even better; they're too big to be swallowed and are too sturdy for devourers to kill with their feeble melee attacks.&lt;br /&gt;
&lt;br /&gt;
It is also recommended to have at least one colonist behind the main lines with a weapon capable of lighting fires, like an [[Incinerator]] or [[Molotov cocktails]], to force devourers to regurgitate colonists if any are at risk of being digested before your fighters can down it. [[Plasmasword]]s{{RoyaltyIcon}} are an ideal choice for any melee pawns, and colonists with the [[Fire spew]]{{BiotechIcon}} gene will be able to force multiple devourers to regurgitate at once. With [[Royalty]] installed, pawns using [[Vertigo pulse]]{{RoyaltyIcon}} force all affected devourers to release swallowed colonists. [[Invisibility|Invisible]] pawns will not be targeted and are especially effective when armed with fire weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
&lt;br /&gt;
Due to their very high health and body size, devourers are very likely to be downed via pain, rather than outright dying to a destroyed body part, and are less likely to bleed out before you can tend to them. This may make them significantly easier to capture than other entities. They also have the highest power yield of all entities and provide advanced research.&lt;br /&gt;
&lt;br /&gt;
Their high containment strength requirement means that security door and holding platforms are needed to contain them for long periods of time. Their swallow ability makes them dangerous in case of escape, especially when many {{PAGENAME}}s are in the same room. But their tox gas vulnerability means that an [[IED tox trap]]{{BiotechIcon}} is enough to down a 9x9 room full of devourers. For this, devourers are good entities to capture once the IED tox trap is available.&lt;br /&gt;
&lt;br /&gt;
Devourers cannot be permanently downed through the removal of its fins, as the devourer's body itself adds moving capacity. However like most entities the still can be downed by braindamage.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Devourer}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The Devourer is most likely inspired by Saccopharyngiforms, or more specifically the gulper eel. Just like the devourer, the gulper eel lunges at prey to swallow it whole.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer east.png|East&lt;br /&gt;
Devourer north.png|North&lt;br /&gt;
Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Digesting ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer Closed east.png|East&lt;br /&gt;
Devourer Closed north.png|North&lt;br /&gt;
Devourer Closed south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Swimming ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Swimming Devourer east.png|Swimming east&lt;br /&gt;
Swimming Devourer north.png|Swimming north&lt;br /&gt;
Swimming Devourer south.png|Swimming south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Dessicated ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated Devourer east.png|East&lt;br /&gt;
Dessicated Devourer north.png|North&lt;br /&gt;
Dessicated Devourer 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;
* [[Version/1.6.4518|1.6.4518]] - Prior to this version, the devourer's consume leap attack could not be used while standing on barricades, sandbags, columns, trees, chunks, or similar objects. As of this version and later, this restriction has been removed. Also now has unique visuals when moving on water.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Kibble&amp;diff=179030</id>
		<title>Kibble</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Kibble&amp;diff=179030"/>
		<updated>2026-04-05T06:43:03Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Kibble&lt;br /&gt;
| image = Kibble.png&lt;br /&gt;
| description = Kibble animal feed made from mixed meat and plant sources.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Meal&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 1.1&lt;br /&gt;
| mass base = 0.015&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| max num to ingest at once = 20&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Kibble&lt;br /&gt;
| preferability = RawBad&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = butcher spot&lt;br /&gt;
| production facility 2 = butcher table&lt;br /&gt;
| product amount = 50&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| work speed stat = Cooking Speed&lt;br /&gt;
| resource 1 = Nutrition&lt;br /&gt;
| resource 1 type = non-vegan&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Nutrition&lt;br /&gt;
| resource 2 type = vegan/hay&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic path = Things/Item/Resource/Kibble&lt;br /&gt;
| label = kibble&lt;br /&gt;
| parent name = OrganicProductBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = Meal&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| sound eat = RawVegetable_Eat&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Kibble''' is a type of [[food]] intended for use as [[animal]] feed.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Kibble can be [[Work#Cook|cooked]] at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]]. A batch of kibble requires 1 unit of [[nutrition]] from vegetarian items, and 1 unit of [[nutrition]] from meat or animal products. For example, 20 [[rice]] and 20 [[insect meat]] are sufficient. A completed bill requires {{ticks|450}} and produces 50 kibble at a butcher table, but only 35 at a butcher spot.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Kibble is consumed for {{P|Nutrition}} [[nutrition]] per item. Kibble has 125% nutrition efficiency when produced at a butcher table, producing 2.5 nutrition per 2 nutrition from raw food. This drops to 87.5% efficiency when produced at a butcher spot, producing only 1.75 nutrition per 2 nutrition from raw food.&lt;br /&gt;
&lt;br /&gt;
Unlike most other foods, it does not rot. While it will still [[deterioration|deteriorate]] if left outside and/or unroofed, it will not spoil even if left unrefrigerated.&lt;br /&gt;
&lt;br /&gt;
Humans ''can'' eat kibble, but they'll get {{Thought|value=-12|stack=1|label=ate kibble|desc=I had to eat animal kibble. It's like I don't get to be human any more.|duration=1}}. This is the only way for humans to eat [[hay]]. The moodlets of its ingredients are also applied, notably from [[insect meat]] and [[human meat]] and depending on [[precept]]s {{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Both kibble and [[meal]]s allow non-[[warg]] carnivores to eat some vegetables, and herbivores to eat meat, while being more efficient than raw food. While kibble isn't as nutrition efficient as meals ([[simple meal]]s, 180% efficient; [[pemmican]], 160% efficient), kibble has its unique advantages:&lt;br /&gt;
&lt;br /&gt;
====Nutrition====&lt;br /&gt;
{{Recode|section=1|reason = automate a nutrition/work calculation with hard numbers: total work and split into Cook work and planter work; and nutrition/day/tile}}&lt;br /&gt;
* Kibble allows use of [[hay]] - [[haygrass]] is the plant with the highest yield per day per tile, but cannot be turned into meals. Note that [[corn]] has a higher yield per grower work. In regular soil, hay turned into kibble is slightly worse for nutrition/day/tile than rice turned into simple meals, and slightly better than rice turned into pemmican. Rice surpasses hay for nutrition per day in rich soil, but hay will always be better than rice for nutrition per work.&lt;br /&gt;
* Animals will eat an entire meal, even if they would [[overeating|overeat]]. Kibble and pemmican satiate 0.05 nutrition/item, which greatly reduces overeating. For example, a [[chicken]] can only store 0.3 nutrition in their stomach; they would consume 5-6 kibble when hungry, but a full meal every time. The smaller an animal is, the larger the effect of overeating (minimal effect at size &amp;gt;= 1).&lt;br /&gt;
* Kibble requires substantially less work time than other recipes.&lt;br /&gt;
&lt;br /&gt;
Overall, kibble is ''nutritionally'' useful if you have spare [[hay]], and better than simple meals for the purposes of small animals. It is much better than pemmican in terms of colonist work. Even considering the extra food pemmican gives, it is more efficient to grow more crops than it is to cook pemmican unless there is a great cook but poor planters.&lt;br /&gt;
&lt;br /&gt;
Kibble also allows use of [[human meat]], [[insect meat]], and [[twisted meat]]{{AnomalyIcon}} without the micromanagement required for separating meals. (Though you could, for example, only set pemmican to be created with human meat, and forbid colonists in the Assign tab from eating any pemmican). There are other uses for kibble - see below.&lt;br /&gt;
&lt;br /&gt;
==== Logistics ====&lt;br /&gt;
* Kibble can be used for animal training, unlike [[meal]]s.&lt;br /&gt;
* Kibble never spoils, so you don't have to worry about it going bad from non-[[cooler|refrigeration]].&lt;br /&gt;
* Kibble can be made at a butcher's table, rather than requiring a fueled/powered kitchen.&lt;br /&gt;
* Since there is no chance for food poisoning, producing kibble is a safe way to train a no/low skill cook.&lt;br /&gt;
* When dropping kibble from a pawn's inventory into a hopper, an adjacent nutrient paste dispenser will use it as if it was raw food. Humans consuming kibble this way will get the moodlet from eating nutrient paste, but neither the one for eating kibble nor for its ingredients. At 375% nutrition efficiency, this method surpasses every other way of feeding humans.{{Check Tag|Verify|other high efficiency foods like baby food and NPMs can be used for this exploit}} It is generally considered an exploit.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]] [[Category:Processed Food]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179018</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=179018"/>
		<updated>2026-04-05T06:21:35Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&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;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 70&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 1.5&lt;br /&gt;
| gets cold containment bonus = &lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 135&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| body = QuadrupedAnimalWithPaws&lt;br /&gt;
| diet = none&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = FrontLeftPaw&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = FrontRightPaw&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack3chancefactor = 0.5&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = head&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4part = HeadAttackTool&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| attack4ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Chimera&lt;br /&gt;
| label = chimera&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;
Chimeras only require a level 1 Monolith to spawn.&lt;br /&gt;
&lt;br /&gt;
Chimera packs appear as a Major threat. [[Shambler]] chimeras can be mixed into Shambler animal swarms.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&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,{{Check Tag|Guaranteed to?}} 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;
'''[[Hediffs#Rage speed|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;
Rage speed lasts for {{Ticks/gametime|3400}}.{{Check Tag|Cooldown?|Is there a cool down, of so what? Alternatively will they only activate it once or every time theyre damaged once its complete}}&lt;br /&gt;
&lt;br /&gt;
If raised as a [[shambler]] (e.g. by [[Research#Deadlife_dust|deadlife dust]]), chimeras retain their Rage Speed ability. Shambler chimeras can also fulfill the entity codex entry for Chimeras.&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;
Chimeras have 3 different behaviors: attack, stalk and withdrawal. Initially chimeras will be in stalk mode and wander around their initial position. In attack mode, chimeras will behave very similar to manhunter packs. Receiving damage will generally cause chimeras to change from stalk mode to attack mode. &lt;br /&gt;
&lt;br /&gt;
Stalk mode will change to attack mode every 16.8 hours on average. Attack mode will change to stalk mode every 8 hours on average. Stalk Mode and Attack Mode will last at least 3 hours. An exception is when chimeras in stalk mode are damaged and then they can switch to attack mode.&lt;br /&gt;
&lt;br /&gt;
Everytime a chimera is killed or downed in attack mode there is a 7.5% chance the chimeras will switch to withdrawal mode. In withdrawal mode, Chimeras will flee and not respond to damage. Withdrawal mode will last at least one hour.&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 harvester]], 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;
When enraged, chimeras gain pain immunity and a large speed boost, allowing them to catch up to ranged pawns frighteningly fast. Running away is difficult, so heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first.  Standard ranged [[killbox]]es are less effective than usual due to their high HP and enrage mechanics. They also have the some of the strongest melee attacks of any single entity, equivalent to a [[grizzly bear]], and can quickly cause a colonist to bleed out by tearing off limbs.&lt;br /&gt;
&lt;br /&gt;
Still, chimeras essentially behave like [[manhunter|manhunting animals]] when attacking. They will eagerly ​pile up behind a [[door]] blocked by melee colonists. [[Frag grenades|Frag grenadiers]] behind the melee blockers will make short work of the pack, assuming the blockers can last long enough. They will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors, although they will not sleep or leave, waiting indefinitely until killed. As chimeras are hostile to non-entity raiders, it is possible to summon a [[mechanoid commander|mech boss]],{{BiotechIcon}} fail a [[draw animals]] ritual to summon manhunters, accept a [[quest]], etc. in order to eliminate or weaken a pack of chimeras. A [[nociosphere]] can be used to quickly dispatch stalking chimeras without trigering them into their attack mode, which could also lead to one being pain shocked and thus capturable.&lt;br /&gt;
&lt;br /&gt;
Unlike manhunters, chimeras are not considered mentally broken and can be turned against each other with [[psychic insanity lance]]s or [[berserk (psycast)|berserk]] [[psycast]]s.{{RoyaltyIcon}} They are no longer affected by the [[manhunter pulse]] psycast,{{RoyaltyIcon}}{{Check Tag|As of at least 1.6.4633}} nor affected by the [[psychic animal pulser]].&lt;br /&gt;
&lt;br /&gt;
Some other strategies include:&lt;br /&gt;
* [[Mortar]]s can be used 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;
* Like many entities, [[fire]] can be effective against chimeras when fighting out in the open. Fire is not recommended in a melee blocking scenario as pawns lit on fire can run past the melee blockers.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&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;
Once captured, they have a fairly high [[bioferrite]] yield - although less than [[devourer]]s - and are a source of Advanced study available before [[monolith]] level 2. [[IED tox trap]]s{{BiotechIcon}} are a good way to stop an escaping chimera, as the [[toxic buildup]] will down the chimera before it can break down an actively repaired [[security door]]. Otherwise, they are relatively dangerous to contain, and their pain immunity means they will often be killed while escaping unless using (expensive) options like [[psychic shock lance]]s.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&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;
== Trivia ==&lt;br /&gt;
The chimeras are inspired by the bear creature in the 2018 film &amp;quot;[https://en.wikipedia.org/wiki/Annihilation_(film) Annihilation]&amp;quot;. &amp;lt;ref&amp;gt;&amp;quot;This creature was inspired by the bear from the film Annihilation. &amp;quot; - Tynan Sylvester, [https://www.reddit.com/r/RimWorld/comments/1jffcqs/comment/miwhpyi Reddit comment].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=179016</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=179016"/>
		<updated>2026-04-05T06:16:09Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Darklight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 51%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links. if specific color, something like this may be useful to display&lt;br /&gt;
&amp;lt;abbr title=&amp;quot;RGB: (78,226,229)&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;div class=&amp;quot;mw-no-invert&amp;quot; style=&amp;quot;width:16px;height:16px;background-color:rgb(78,226,229);display:inline-block;border:1px solid black;outline:1px solid white;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/abbr&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
Darklight is a specific range of light colors.{{Check Tag|Which/Range?|Last I checked it had to be (78, 226, 229) specifically but this was before the merging of specific darklight buildings}} Areas lit with darklight are considered dark for the purposes of [[precept]]s: it pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and is counted as dark if placed indoors for the [[combat in darkness]] precept. It is considered regular light in every other way, including for the purposes of work speed and [[unnatural darkness]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]] (configured correctly)&lt;br /&gt;
* [[Flood light]] (configured correctly)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Standing lamps and flood lights can be set to enable darklight, even without the [[Research#Advanced lights|Advanced lights]] research.&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} || 0{{Icon Small|silver}}. Removable&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additional effects, e.g. torrential rain causing flooding. All sources kf forced weather (Check: Death pall Gray pall, blood rain, and sandstorm}}&lt;br /&gt;
&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
[[Fire#Rain event|Large fires]] can also influence the weather cycle, and can encourage rainy weather to arrive faster than it would otherwise for the duration of the fire.&lt;br /&gt;
&lt;br /&gt;
=== Firewatcher ===&lt;br /&gt;
{{Stub|section=1|reason=Conflicting information from merge. [[Fire]] version alleges:&lt;br /&gt;
&lt;br /&gt;
This happens once the map's &amp;quot;Fire Danger&amp;quot; rises above 90 points, which is calculated as 0.5 points for every fire on the map, plus 1 point for each size a fire has increased. At this point, the duration of any current non-forced weather will be shortened by 75%, and the chances for the next weather to be any weather with more than 10% [[weather|rainfall]] will be increased by 1500% }}&lt;br /&gt;
&lt;br /&gt;
Colloquially referred to as a &amp;quot;rain event&amp;quot; or the &amp;quot;firewatcher&amp;quot; after the name of the process in the game code, sufficiently large [[fire]]s on a map increase the chance for rain to occur. The resultant rain will gradually extinguish [[roof|unroofed]] fires, and may eventually control large wildfires.&lt;br /&gt;
&lt;br /&gt;
The '''firewatcher''' process checks every {{ticks|426}} for fires on the map. If there are any, it sets the variable '''firedanger''' to 0.5 + the size of the fire (usually 0.1) for every fire on the map. A large fire is declared once '''firedanger''' reaches 90, resulting on the progress towards any weather with a rain rate above 0.1 (any weather with rain, in practice) increasing 15 times faster than normal. This effect will remain in place for as long as '''firedanger''' remains above 90.&lt;br /&gt;
&lt;br /&gt;
It's important to note that rainfall is not guaranteed, only drastically encouraged by speeding up the weather cycle and increasing bias towards rainy weathers. It is possible for rainfall to not occur even during the most extreme fires.&lt;br /&gt;
&lt;br /&gt;
Forced weather, such as from [[weather controller]]s{{RoyaltyIcon}} or certain weather events such as [[drought]]s{{OdysseyIcon}} or [[Environment#Weather|Flashstorms]] will disable rain entirely, preventing it from appearing during accelerated weather. [[Unnatural darkness]]{{AnomalyIcon}} also forces the weather to clear.&lt;br /&gt;
&lt;br /&gt;
=== Weather types ===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! AM&amp;lt;ref&amp;gt;[[Weapons#Accuracy|Accuracy modifier]]&amp;lt;/ref&amp;gt; !! MSM &amp;lt;ref&amp;gt;Movement speed modifier&amp;lt;/ref&amp;gt;!! Wind speed !! WSM&amp;lt;ref&amp;gt;Wind speed modifier&amp;lt;/ref&amp;gt; !! EF&amp;lt;ref&amp;gt;Does extinguish fire? This only applies to fires that aren't under a roof, for obvious reasons.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! SR&amp;lt;ref&amp;gt;Snowing rate&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
|Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to [[short circuit]].&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Lightning strikes combined with rain, massively mitigating the fire hazards from the falling bolts. &lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood rain]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 50% || 90% || None to Moderate || 100% || {{Check}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, in addition to either the [[Blood rain]] incident or [[Blood rain (ritual)|ritual]].&lt;br /&gt;
The '''blood rage''' hediff and subsequent [[berserk]]/[[manhunter]] mental breaks are part of the event itself, rather than the weather. See that page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen. &lt;br /&gt;
Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Death pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, and the [[Death pall]] event/entity.&lt;br /&gt;
Mechanically identical to the '''Gray pall''' weather. Corpses will raise as [[shambler]]s due to the associated event. See the [[Death pall]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Shuttle]]s can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 150%&lt;br /&gt;
| Shuttles can not launch during blizzard. &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Rain sometimes appears pixelated.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=179015</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=179015"/>
		<updated>2026-04-05T06:14:43Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Darklight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 51%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links}}&lt;br /&gt;
&lt;br /&gt;
Darklight is a specific range of light colors.{{Check Tag|Which/Range?|Last I checked it had to be (78, 226, 229) specifically but this was before the merging of specific darklight buildings}} Areas lit with darklight are considered dark for the purposes of [[precept]]s: it pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and is counted as dark if placed indoors for the [[combat in darkness]] precept. It is considered regular light in every other way, including for the purposes of work speed and [[unnatural darkness]].{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]] (configured correctly)&lt;br /&gt;
* [[Flood light]] (configured correctly)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Standing lamps and flood lights can be set to enable darklight, even without the [[Research#Advanced lights|Advanced lights]] research.&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} || 0{{Icon Small|silver}}. Removable&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additional effects, e.g. torrential rain causing flooding. All sources kf forced weather (Check: Death pall Gray pall, blood rain, and sandstorm}}&lt;br /&gt;
&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
[[Fire#Rain event|Large fires]] can also influence the weather cycle, and can encourage rainy weather to arrive faster than it would otherwise for the duration of the fire.&lt;br /&gt;
&lt;br /&gt;
=== Firewatcher ===&lt;br /&gt;
{{Stub|section=1|reason=Conflicting information from merge. [[Fire]] version alleges:&lt;br /&gt;
&lt;br /&gt;
This happens once the map's &amp;quot;Fire Danger&amp;quot; rises above 90 points, which is calculated as 0.5 points for every fire on the map, plus 1 point for each size a fire has increased. At this point, the duration of any current non-forced weather will be shortened by 75%, and the chances for the next weather to be any weather with more than 10% [[weather|rainfall]] will be increased by 1500% }}&lt;br /&gt;
&lt;br /&gt;
Colloquially referred to as a &amp;quot;rain event&amp;quot; or the &amp;quot;firewatcher&amp;quot; after the name of the process in the game code, sufficiently large [[fire]]s on a map increase the chance for rain to occur. The resultant rain will gradually extinguish [[roof|unroofed]] fires, and may eventually control large wildfires.&lt;br /&gt;
&lt;br /&gt;
The '''firewatcher''' process checks every {{ticks|426}} for fires on the map. If there are any, it sets the variable '''firedanger''' to 0.5 + the size of the fire (usually 0.1) for every fire on the map. A large fire is declared once '''firedanger''' reaches 90, resulting on the progress towards any weather with a rain rate above 0.1 (any weather with rain, in practice) increasing 15 times faster than normal. This effect will remain in place for as long as '''firedanger''' remains above 90.&lt;br /&gt;
&lt;br /&gt;
It's important to note that rainfall is not guaranteed, only drastically encouraged by speeding up the weather cycle and increasing bias towards rainy weathers. It is possible for rainfall to not occur even during the most extreme fires.&lt;br /&gt;
&lt;br /&gt;
Forced weather, such as from [[weather controller]]s{{RoyaltyIcon}} or certain weather events such as [[drought]]s{{OdysseyIcon}} or [[Environment#Weather|Flashstorms]] will disable rain entirely, preventing it from appearing during accelerated weather. [[Unnatural darkness]]{{AnomalyIcon}} also forces the weather to clear.&lt;br /&gt;
&lt;br /&gt;
=== Weather types ===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! AM&amp;lt;ref&amp;gt;[[Weapons#Accuracy|Accuracy modifier]]&amp;lt;/ref&amp;gt; !! MSM &amp;lt;ref&amp;gt;Movement speed modifier&amp;lt;/ref&amp;gt;!! Wind speed !! WSM&amp;lt;ref&amp;gt;Wind speed modifier&amp;lt;/ref&amp;gt; !! EF&amp;lt;ref&amp;gt;Does extinguish fire? This only applies to fires that aren't under a roof, for obvious reasons.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! SR&amp;lt;ref&amp;gt;Snowing rate&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
|Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to [[short circuit]].&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Lightning strikes combined with rain, massively mitigating the fire hazards from the falling bolts. &lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain. Snow can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood rain]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 50% || 90% || None to Moderate || 100% || {{Check}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, in addition to either the [[Blood rain]] incident or [[Blood rain (ritual)|ritual]].&lt;br /&gt;
The '''blood rage''' hediff and subsequent [[berserk]]/[[manhunter]] mental breaks are part of the event itself, rather than the weather. See that page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen. &lt;br /&gt;
Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Death pall]]{{AnomalyIcon}}&lt;br /&gt;
| Any || Any || 80% || 100% || None to Calm || 50% || {{Cross}} || None&lt;br /&gt;
| Requires activation of the [[Void monolith|Monolith]]{{AnomalyIcon}} to happen, and the [[Death pall]] event/entity.&lt;br /&gt;
Mechanically identical to the '''Gray pall''' weather. Corpses will raise as [[shambler]]s due to the associated event. See the [[Death pall]] page for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| [[Shuttle]]s can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| 150%&lt;br /&gt;
| Shuttles can not launch during blizzard. &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Rain sometimes appears pixelated.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Unique_weapon_traits&amp;diff=179012</id>
		<title>Template:Unique weapon traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Unique_weapon_traits&amp;diff=179012"/>
		<updated>2026-04-05T05:37:32Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#vardefine: defaultName | False}}{{#switch: {{Q|{{{1|{{PAGENAME}}}}}|Name}}&lt;br /&gt;
| Assault rifle | Unique assault rifle = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |False}}&lt;br /&gt;
| Beam repeater | Unique beam repeater = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |False}}&lt;br /&gt;
| Bolt-action rifle | Unique bolt-action rifle = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |False}}&lt;br /&gt;
| Chain shotgun | Unique chain shotgun = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |False}}&lt;br /&gt;
| Charge lance | Unique charge lance = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |False}}&lt;br /&gt;
| Charge rifle | Unique charge rifle = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |False}}&lt;br /&gt;
| Greatbow | Unique greatbow = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |False}}&lt;br /&gt;
| Heavy SMG | Unique heavy SMG = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |False}}&lt;br /&gt;
| Hellcat rifle | Unique hellcat rifle = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |False}}&lt;br /&gt;
| LMG | Unique LMG = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |False}}&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |False}}&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |False}}&lt;br /&gt;
| Minigun | Unique minigun = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |False}}&lt;br /&gt;
| Revolver | Unique revolver = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |False}}&lt;br /&gt;
| Sniper rifle | Unique sniper rifle = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |False}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |False}}&lt;br /&gt;
| #default = &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: defaultName |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Gun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Pistol |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Bow |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BulletFiring |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PelletFiring |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Rifle |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Sighted |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Scoped |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Shotgun |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BurstFire |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: PulseCharge |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: BeamWeapon |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: LowStoppingPower |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Ranged |True}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: Attachable |True}}}}&lt;br /&gt;
== Unique weapon traits ==&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Rwbox&lt;br /&gt;
  | name = stub&lt;br /&gt;
  | type = manual&lt;br /&gt;
  | color = #1e90ff&lt;br /&gt;
  | image = [[File:StumpChoppedA (cropped).png|40px|link=Category:Stubs]]&lt;br /&gt;
  | text = '''This section is still under construction but is transcluded by use of template.'''&amp;lt;Br&amp;gt;As such, it cannot be edited from this page. If you would like to edit it, you can help {{SITENAME}} by doing so '''[https://rimworldwiki.com/index.php?title=Template:Unique_weapon_traits&amp;amp;action=edit here].}}&lt;br /&gt;
{{#ifeq: {{PAGENAME}}|Unique weapons||{{Main|Unique weapons}}}} &lt;br /&gt;
Unique weapons have individual traits that affect their stats in various ways. Each weapon will have one to three traits. Some traits are good, some are bad, some are just different. {{#ifeq:{{#var: defaultName}}|True|The traits are:|The traits that can appear on {{lc:{{Q|{{{1|{{PAGENAME}}}}}|Name}}}}s are:}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_03}}&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; Name&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;width:30em;&amp;quot;&amp;gt; Description &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; Adjectives &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; A&amp;lt;ref&amp;gt;Generate alone?&amp;lt;/ref&amp;gt; &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; C&amp;lt;ref&amp;gt;Commonality.&amp;lt;/ref&amp;gt; &amp;lt;/th&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;th&amp;gt; Applicable weapons &amp;lt;/th&amp;gt;}}&lt;br /&gt;
&amp;lt;th&amp;gt; Exclude &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: Gun}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT quick reload&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Quick reload|Quick reload]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;''This weapon has a quick release-and-replace mechanism that makes it faster to reload.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Cooldown: {{Good|x0.8}}&lt;br /&gt;
* [[Market value]]: +50 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
quick, nimble, quickload, quickshot, fastload&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique charge lance|Charge lance]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
* [[Unique beam repeater|Beam repeater]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
- &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Gun}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT aim assistance&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Aim assistance|Aim assistance]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon contains a rudimentary aim assistant computer which helps track targets, increasing accuracy at all ranges. The device can account for environmental challenges, allowing the weapon to ignore the accuracy penalty from bad weather and smoke.''&lt;br /&gt;
----&lt;br /&gt;
* Accuracy (Touch): {{Good|x1.2}}&lt;br /&gt;
* Accuracy (Short): {{Good|x1.2}}&lt;br /&gt;
* Accuracy (Medium): {{Good|x1.2}}&lt;br /&gt;
* Accuracy (Long): {{Good|x1.2}}&lt;br /&gt;
* {{Good|Ignores}} Accuracy maluses: Weather, Blind smoke&lt;br /&gt;
* {{Good|Ignores}} [[Blind fog]]{{OdysseyIcon}} range penalty&lt;br /&gt;
* [[Market value]]: +70 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
seeking, accurate, precise, auto-aim, self-aim&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique charge lance|Charge lance]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
* [[Unique beam repeater|Beam repeater]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
- &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Gun}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT custom grip&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Custom grip|Custom grip]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon contains a customized grip that handles recoil better, improving accuracy at short range. It looks cool too.''&lt;br /&gt;
----&lt;br /&gt;
* Accuracy (Touch): {{Good|x1.1}}&lt;br /&gt;
* Accuracy (Short): {{Good|x1.1}}&lt;br /&gt;
* [[Beauty]]: {{+|2}}&lt;br /&gt;
* [[Market value]]: +15 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
custom, customized, gripped, hi-grip&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Cross}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique charge lance|Charge lance]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
* [[Unique beam repeater|Beam repeater]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
- &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Pistol}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT pistol brace&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Pistol brace|Pistol brace]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon has a stabilizing brace that connects to the user's arm, increasing its accuracy.''&lt;br /&gt;
----&lt;br /&gt;
* Accuracy (Touch): {{Good|x1.2}}&lt;br /&gt;
* Accuracy (Short): {{Good|x1.2}}&lt;br /&gt;
* Accuracy (Medium): {{Good|x1.2}}&lt;br /&gt;
* Accuracy (Long): {{Good|x1.2}}&lt;br /&gt;
* [[Market value]]: +35 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
stable, accurate, precise, braced&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
- &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Pistol}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT pulse charger&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Pulse charger|Pulse charger]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon is retrofitted with pulse-charge technology, imbuing bullets with unstable energy. The weapon was clearly not designed for this, dramatically lowering its accuracy.''&lt;br /&gt;
----&lt;br /&gt;
* Accuracy (Touch): {{Bad|x0.8}}&lt;br /&gt;
* Accuracy (Short): {{Bad|x0.8}}&lt;br /&gt;
* Accuracy (Medium): {{Bad|x0.8}}&lt;br /&gt;
* Accuracy (Long): {{Bad|x0.8}}&lt;br /&gt;
* Ranged Damage Multiplier: {{+|0.6}}&lt;br /&gt;
* Ranged Armor Penetration Multiplier: {{+|0.3}}&lt;br /&gt;
* [[Market value]]: +80 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
charged-shot, charged, pulse-charged&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
- &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: BulletFiring}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT tox rounds&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Tox rounds|Tox rounds]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon fires rounds coated with toxic chemicals, which sicken wounded targets.''&lt;br /&gt;
----&lt;br /&gt;
* Forced color: UniqueWeapon_Tox&lt;br /&gt;
* Projectile type: Toxic&lt;br /&gt;
* [[Market value]]: +50 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
green, poison, venom, venomous, snakebite&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType, Color &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: BulletFiring}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT piercing rounds&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Piercing rounds|Piercing rounds]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon fires rounds designed to penetrate thick armor.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Armor Penetration Multiplier: {{+|0.2}}&lt;br /&gt;
* [[Market value]]: +40 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
piercing, sharp, sabot, penetrating&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: BulletFiring}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT incendiary rounds&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Incendiary rounds|Incendiary rounds]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon fires ammunition that contains a flammable chemical. It has a chance to ignite targets.''&lt;br /&gt;
----&lt;br /&gt;
* Forced color: UniqueWeapon_Fire&lt;br /&gt;
* Projectile type: Incendiary&lt;br /&gt;
* [[Market value]]: +90 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
red, fiery, flaming, burning, hot, igniting, napalm&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType, Color &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: BulletFiring}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT EMP rounds&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#EMP rounds|EMP rounds]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;''This weapon fires rounds with embedded EMP capacitors, which will temporarily disable electronics and mechanoids.''&lt;br /&gt;
----&lt;br /&gt;
* Forced color: UniqueWeapon_EMP&lt;br /&gt;
* Extra Damages: &lt;br /&gt;
**  EMP: {{+|4}}&lt;br /&gt;
** Note: Note that {{Hover title|Version/1.6.4630|as of the time of writing}}, unlike most EMP damage projectiles, does not disable projected shields like [[low-shield pack]]s,{{RoyaltyIcon}} but does disable [[shield belt]]s as normal. It is currently unknown whether this is intended or considered a bug.&lt;br /&gt;
* [[Market value]]: +75 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
EMP, electric, shocking, sparky, zapping&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType, Color &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: BulletFiring}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT hollow-point rounds&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Hollow-point rounds|Hollow-point rounds]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;''This weapon fires bullets that expand on impact, dealing more damage than normal.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Damage Multiplier: {{+|0.2}}&lt;br /&gt;
* [[Market value]]: +85 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
shredding, hollowpoint, hardpunch, meatrip, grinder&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: BulletFiring}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT high-power rounds&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#High-power rounds|High-power rounds]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''Special ammunition makes this weapon more powerful than normal. The heavy recoil makes it less accurate.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Damage Multiplier: {{+|0.3}}&lt;br /&gt;
* Ranged Armor Penetration Multiplier: {{+|0.15}}&lt;br /&gt;
* Accuracy (Touch): {{Bad|x0.9}}&lt;br /&gt;
* Accuracy (Short): {{Bad|x0.9}}&lt;br /&gt;
* Accuracy (Medium): {{Bad|x0.9}}&lt;br /&gt;
* Accuracy (Long): {{Bad|x0.9}} &lt;br /&gt;
* [[Market value]]: +60 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
atlas, hi-power, heavy-shot, hardpunch, heavy-hit&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: PelletFiring}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT toxic pellets &amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Toxic pellets|Toxic pellets]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;''This weapon fires chemical pellets which cause toxic buildup.''&lt;br /&gt;
----&lt;br /&gt;
* Forced color: UniqueWeapon_Tox&lt;br /&gt;
* Projectile type: Toxic&lt;br /&gt;
* [[Market value]]: +50 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
green, toxic, poisonous, poison&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType, Color &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: PelletFiring}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT incendiary pellets&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Incendiary pellets|Incendiary pellets]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon fires phosphorus pellets that have a chance to ignite targets.''&lt;br /&gt;
----&lt;br /&gt;
* Forced color: UniqueWeapon_Fire&lt;br /&gt;
* Projectile type: Incendiary&lt;br /&gt;
* [[Market value]]: +100 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
red, fiery, flaming, burning, hot, volcanic, promethean&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType, Color &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: PelletFiring}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT birdshot pellets&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Birdshot pellets|Birdshot pellets]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;''This weapon fires shells containing smaller pellets than normal. It's much more accurate at close range, but less effective at long range.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Armor Penetration Multiplier: {{Bad|-0.25}}&lt;br /&gt;
* Accuracy (Touch): {{Good|x1.3}}&lt;br /&gt;
* Accuracy (Short): {{Good|x1.2}}&lt;br /&gt;
* Accuracy (Medium): {{Bad|x0.95}}&lt;br /&gt;
* Accuracy (Long): {{Bad|x0.9}}&lt;br /&gt;
* [[Market value]]: +10 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
birdshot, nearshot&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Cross}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Bow}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT piercing arrows&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Piercing arrows|Piercing arrows]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This bow shoots bodkin-tipped arrows, making it more effective against armored targets.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Armor Penetration Multiplier: {{+|0.3}}&lt;br /&gt;
* [[Market value]]: +40 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
piercing, sharp, penetrating, bodkin, anti-armor&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique greatbow|Greatbow]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Bow}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT paralytic arrows&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Paralytic arrows|Paralytic arrows]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This bow shoots arrows embedded with a paralytic biotoxin, which briefly stuns targets.''&lt;br /&gt;
----&lt;br /&gt;
* Projectile type: Nerve&lt;br /&gt;
* [[Market value]]: +80 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
paralyzing, paralytic, stunning&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique greatbow|Greatbow]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Bow}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT broadhead arrows&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Broadhead arrows|Broadhead arrows]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This bow shoots arrows tipped with sharp blades, increasing its damage.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Damage Multiplier: {{+|0.3}}&lt;br /&gt;
* [[Market value]]: +60 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
strong, broadhead&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique greatbow|Greatbow]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Bow}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT lightweight arrows&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Lightweight arrows|Lightweight arrows]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This bow is adept at firing lightweight arrows. They fly farther but deal less damage.''&lt;br /&gt;
----&lt;br /&gt;
* Range Multiplier: {{+|0.3}}&lt;br /&gt;
* Ranged Damage Multiplier: {{Bad|-0.1}}&lt;br /&gt;
* [[Market value]]: +30 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
light, longreach&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique greatbow|Greatbow]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Bow}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT reinforced bow limbs&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Reinforced bow limbs|Reinforced bow limbs]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''The limbs of this bow have been strengthened, allowing it to shoot further.''&lt;br /&gt;
----&lt;br /&gt;
* Range Multiplier: {{+|0.15}}&lt;br /&gt;
* [[Market value]]: +30 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
reinforced&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique greatbow|Greatbow]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
- &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Rifle}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT extended barrel&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Extended barrel|Extended barrel]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon has a longer range than normal.''&lt;br /&gt;
----&lt;br /&gt;
* Range Multiplier: {{+|0.2}}&lt;br /&gt;
* [[Market value]]: +60 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
long, extended&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Barrel &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Sighted}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT tactical sight&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Tactical sight|Tactical sight]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon has a custom sight, increasing its accuracy at long range.''&lt;br /&gt;
----&lt;br /&gt;
* Accuracy (Medium): {{Good|x1.2}}&lt;br /&gt;
* Accuracy (Long): {{Good|x1.2}}&lt;br /&gt;
* [[Market value]]: +35 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
accurate, precise, sniper&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Sights &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Sighted}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT shoddy sights&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Shoddy sights|Shoddy sights]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''Defects in this weapon's sights decrease its accuracy at long ranges.''&lt;br /&gt;
----&lt;br /&gt;
* Accuracy (Medium): {{Bad|x0.8}}&lt;br /&gt;
* Accuracy (Long): {{Bad|x0.8}} &lt;br /&gt;
* [[Market value]]: x0.85&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
inaccurate, imprecise&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Cross}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Sights &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Scoped}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT tracking scope&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Tracking scope|Tracking scope]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon's scope uses target recognition software to automate target tracking, making it faster to fire.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Warmup Multiplier: {{Good|-0.25}}&lt;br /&gt;
* [[Market value]]: +60 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
trackscope, fastfire&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Scope &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Scoped}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT rangefinder&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Rangefinder|Rangefinder]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon's scope contains an advanced rangefinder, allowing it to fire further.''&lt;br /&gt;
----&lt;br /&gt;
* Range Multiplier: {{+|0.1}}&lt;br /&gt;
* [[Market value]]: +20 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
eagle, farsight&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Scope &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Shotgun}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT shortened barrel&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Shortened barrel|Shortened barrel]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon's barrel has been sawn off, reducing its range but making it quicker to aim and fire.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Warmup Multiplier: {{Good|-0.2}}&lt;br /&gt;
* Range Multiplier: {{Bad|-0.2}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
shortened, sawn-off&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Barrel &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: BurstFire}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT rapid fire&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Rapid fire|Rapid fire]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon contains an improved self-loading mechanism. When firing bursts of multiple rounds, the time between each round is dramatically reduced.''&lt;br /&gt;
----&lt;br /&gt;
* Burstshot Speed Multiplier: {{Good|2}}&lt;br /&gt;
* [[Market value]]: +15 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
rapid, burst, rapid-fire&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
* [[Unique beam repeater|Beam repeater]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
- &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: BurstFire}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT extended magazine&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Extended magazine|Extended magazine]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon fires 50% more shots in a single burst than normal.''&lt;br /&gt;
----&lt;br /&gt;
* Burstshot Count Multiplier: {{Good|1.5}}&lt;br /&gt;
:* Fires 5 rounds from 3 burst weapons, &amp;lt;br&amp;gt;{{Good|66%}} more than normal&lt;br /&gt;
* [[Market value]]: +60 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
high-capacity, extendo-clip&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
* [[Unique beam repeater|Beam repeater]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
- &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: PulseCharge}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT charge capacitor&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Charge capacitor|Charge capacitor]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon amplifies pulse-charge technology with a massive capacitor, increasing damage and armor penetration.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Armor Penetration Multiplier: {{+|0.2}}&lt;br /&gt;
* Ranged Damage Multiplier: {{+|0.35}}&lt;br /&gt;
* [[Market value]]: +120 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
overcharged&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique charge lance|Charge lance]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
- &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: PulseCharge}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT EMP pulser&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#EMP pulser|EMP pulser]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon can emit a burst of energy centered on the user. The burst will stun nearby electronic targets like mechanoids or turrets. Once used, the pulser takes some time to recharge.''&lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:LaunchEMPPulse.png|16px]] EMP Pulse&lt;br /&gt;
:''Emit a burst of electromagnetic energy centered on the user. &amp;lt;br&amp;gt;The burst will stun nearby mechanical targets like mechanoids or turrets.''&lt;br /&gt;
:* Emits an EMP Pulse from the user, similar in stats to the explosion of an [[EMP grenade]]&lt;br /&gt;
::* Damage: ? [[EMP]] damage ({{Ticks|0}} stun time) {{Check Tag|Verify}}&lt;br /&gt;
::* AoE: Radius 4.9 (5x5 cross shape?) {{Check Tag|Verify}}&lt;br /&gt;
::* Range: 0&lt;br /&gt;
:* Target: Self (will affect user)&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: ''Nil''&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* Recharge time: 12 Hours. {{Ticks|30000}}&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target EMP-immune targets. {{Check Tag|Verify}}&lt;br /&gt;
* [[Market value]]: +80 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Pulse, EMP&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
0.5&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique charge lance|Charge lance]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Ability &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: BeamWeapon}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT frequency amplifier&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Frequency amplifier|Frequency amplifier]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;''This weapon passes the beam through a crystal amplifier, dramatically increasing the weapon's damage and range. The weapon needs to cool down between uses.''&lt;br /&gt;
----&lt;br /&gt;
* Range Multiplier: {{+|0.3}}&lt;br /&gt;
* Ranged Damage Multiplier: {{+|0.5}}&lt;br /&gt;
* Ranged Cooldown: {{Bad|x1.5}} &lt;br /&gt;
* [[Market value]]: +120 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
amplified&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique beam repeater|Beam repeater]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
- &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: LowStoppingPower}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT heavy rounds&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Heavy rounds|Heavy rounds]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon deals more damage and has a much higher stopping power than normal.''&lt;br /&gt;
----&lt;br /&gt;
* Additional Stopping Power: {{Good|2}}&lt;br /&gt;
* Ranged Damage Multiplier: {{+|0.1}}&lt;br /&gt;
* [[Market value]]: +50 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
hammering, forceful, oversized, knockout&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
AmmoType &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Ranged}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT ornamental&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Ornamental|Ornamental]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon was crafted for aesthetics over functionality. It deals less damage but looks great.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Damage Multiplier: {{Bad|-0.15}}&lt;br /&gt;
* [[Beauty]]: {{+|5}}&lt;br /&gt;
* [[Market value]]: +40 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
beautiful, elegant, ornamental&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Cross}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
0.5&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique greatbow|Greatbow]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique charge lance|Charge lance]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
* [[Unique beam repeater|Beam repeater]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Appearance &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Ranged}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT ugly&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Ugly|Ugly]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon was crafted with no respect for aesthetics. It looks like junk but gets the job done. Traders will pay less for it.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beauty]]: {{--|4}}&lt;br /&gt;
* [[Market value]]: x0.8 &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
monstrous, crude, ugly&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Cross}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
0.5&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique greatbow|Greatbow]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique charge lance|Charge lance]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
* [[Unique beam repeater|Beam repeater]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Appearance &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Ranged}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT lightweight&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Lightweight|Lightweight]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon is much lighter than normal, lowering its aiming time.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Warmup Multiplier: {{Good|-0.2}}&lt;br /&gt;
* [[Market value]]: +80&lt;br /&gt;
* Mass: {{Good|x0.75}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
light, quickdraw&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique greatbow|Greatbow]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique charge lance|Charge lance]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
* [[Unique beam repeater|Beam repeater]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Weight &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Ranged}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT cumbersome&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Cumbersome|Cumbersome]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon is unwieldy to use, making it slower to aim.''&lt;br /&gt;
----&lt;br /&gt;
* Ranged Warmup Multiplier: {{Bad|+0.2}}&lt;br /&gt;
* [[Market value]]: x0.8 &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
cumbersome, bulky, awkward&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Cross}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
1&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique greatbow|Greatbow]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique charge lance|Charge lance]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
* [[Unique beam repeater|Beam repeater]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Weight &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Ranged}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT gold inlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Gold inlay|Gold inlay]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon is inlaid with gold. Traders will pay more for it.''&lt;br /&gt;
----&lt;br /&gt;
* Forced color: UniqueWeapon_Gold&lt;br /&gt;
* [[Beauty]]: {{+|20}}&lt;br /&gt;
* [[Market value]]: x2 &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Gold, golden&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Cross}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
0.5&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique greatbow|Greatbow]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique charge lance|Charge lance]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
* [[Unique beam repeater|Beam repeater]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Color &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Ranged}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT jade inlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Jade inlay|Jade inlay]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon is adorned with jade. Traders will pay more for it.''&lt;br /&gt;
----&lt;br /&gt;
* Forced color: UniqueWeapon_Jade&lt;br /&gt;
* [[Beauty]]: {{+|10}}&lt;br /&gt;
* [[Market value]]: x1.4 &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
jade&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Cross}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
0.5&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique revolver|Revolver]]&lt;br /&gt;
* [[Unique bolt-action rifle|Bolt-action rifle]]&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique sniper rifle|Sniper rifle]]&lt;br /&gt;
* [[Unique minigun|Minigun]]&lt;br /&gt;
* [[Unique greatbow|Greatbow]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
* [[Unique charge lance|Charge lance]]&lt;br /&gt;
* [[Unique hellcat rifle|Hellcat rifle]]&lt;br /&gt;
* [[Unique beam repeater|Beam repeater]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Color &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Attachable}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT grenade launcher&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Grenade launcher|Grenade launcher]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon has an attached frag grenade launcher. Once fired, it must be reloaded using steel.''&lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:LaunchFragGrenade.png|16px]] Launch frag grenade&lt;br /&gt;
:''Launch a grenade. Can be reloaded using steel.''&lt;br /&gt;
:* Fires a frag grenade, identical in stats to a projectile from frag grenades.&lt;br /&gt;
::* Damage: 200 bomb damage {{Check Tag|Verify?}}&lt;br /&gt;
::* AoE: 3x3 tiles {{Check Tag|Verify?}}&lt;br /&gt;
::* Range: 12.9 tiles&lt;br /&gt;
::* Forced miss radius: 1.9 tiles&lt;br /&gt;
::* Velocity: 12&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|90}} &lt;br /&gt;
:* Cooldown Time: ''Nil''&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* Cost per charge: {{Icon Small|steel||25}}&lt;br /&gt;
:* Time to reload: {{Ticks|60}}&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* [[Market value]]: +80 {{Icon Small|Silver}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
explosive&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
0.5&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Attachment, Ability &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Attachable}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT EMP cannon&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#EMP cannon|EMP cannon]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon has an attached EMP shell launcher. The shell emits a burst of electromagnetic energy that stuns electronic targets like turrets and mechanoids. Once fired, it must be reloaded using steel.''&lt;br /&gt;
---- &lt;br /&gt;
* Adds ability: [[File:LaunchEMPShell.png|16px]] Launch EMP shell&lt;br /&gt;
:''Launch a shell that releases a burst of electromagnetic energy,&amp;lt;br&amp;gt; stunning mechanical targets. Can be reloaded using steel.'' &lt;br /&gt;
:* Fires an EMP launcher shell, identical in stats to a projectile from the [[EMP launcher]]:&lt;br /&gt;
::* Damage: 50 [[EMP]] damage ({{Ticks|2200}} stun time)&lt;br /&gt;
::* AoE: 1.1 tiles (3x3 cross shape)&lt;br /&gt;
::* Range: 23.9 tiles&lt;br /&gt;
::* Forced miss radius: 1.9 tiles&lt;br /&gt;
::* Velocity: 40&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|210}} &lt;br /&gt;
:* Cooldown Time: ''Nil''&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* Cost per charge: {{Icon Small|steel||15}}&lt;br /&gt;
:* Time to reload: {{Ticks|60}}&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target EMP-immune targets.&lt;br /&gt;
* [[Market value]]: +60 {{Icon Small|Silver}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
EMP, disabling, stunning&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
0.5&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Attachment, Ability &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Attachable}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT smoke launcher&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Smoke launcher|Smoke launcher]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon has an attached smoke shell launcher. The shell releases smoke that obscures incoming shots and prevents turrets from locking on. Once fired, it must be reloaded using steel.''&lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:LaunchSmokeShell.png|16px]] Launch smoke shell&lt;br /&gt;
:''Launch a smoke shell that obscures incoming shots and &amp;lt;br&amp;gt; prevents turrets from locking on. Can be reloaded using steel.'' &lt;br /&gt;
:* Fires a smoke launcher shell, identical in stats to a projectile from the [[smoke launcher]], that covers an area in [[blind smoke]]:&lt;br /&gt;
::* Damage: ''Nil''&lt;br /&gt;
::* AoE: 2.4 tiles (5x5 square without corners)&lt;br /&gt;
::* Range: 23.9 tiles&lt;br /&gt;
::* Forced miss radius: 1.9 tiles&lt;br /&gt;
::* Velocity: 40&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|210}} &lt;br /&gt;
:* Cooldown Time: ''Nil''&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* Cost per charge: {{Icon Small|Steel||15}}&lt;br /&gt;
:* Time to reload: {{Ticks|60}}&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* [[Market value]]: +50 {{Icon Small|Silver}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
smoke, concealing, clouding&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
0.5&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Attachment, Ability &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Attachable}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT incendiary launcher&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Incendiary launcher|Incendiary launcher]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon has an attached incendiary shell launcher. The shell creates a small flame explosion &amp;lt;br&amp;gt; that ignites everything nearby. Once fired, it must be reloaded using chemfuel.''&lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:LaunchIncendiaryShell.png|16px]] Launch incendiary shell&lt;br /&gt;
:''Launch a shell that creates an explosion on impact, igniting everything nearby. Can be reloaded using chemfuel.'' &lt;br /&gt;
:* Fires an incendiary bolt, identical in stats to a projectile from the [[incendiary launcher]]:&lt;br /&gt;
::* Damage: 10 [[Flame]] damage&lt;br /&gt;
::* AoE: 1.1 tiles (3x3 cross shape)&lt;br /&gt;
::* Range: 23.9 tiles&lt;br /&gt;
::* Forced miss radius: 1.9 tiles&lt;br /&gt;
::* Velocity: 40&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|210}} &lt;br /&gt;
:* Cooldown Time: ''Nil''&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* Cost per charge: {{Icon Small|Chemfuel||15}}&lt;br /&gt;
:* Time to reload: {{Ticks|60}}&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* [[Market value]]: +70 {{Icon Small|Silver}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
fiery, flame, flaming, burning&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
0.5&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Attachment, Ability &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#ifeq: {{#var: Attachable}}|True|&lt;br /&gt;
&amp;lt;tr id=&amp;quot;UWTT bioferrite burner&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Unique weapons#Bioferrite burner|Bioferrite burner]]{{AnomalyIcon}}&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; ''This weapon has a bioferrite-powered flamethrower unit. The burner generates a blast of flame &amp;lt;br&amp;gt; from a pressurized bioferrite charge. Once used, it must be reloaded using bioferrite.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Adds ability: Hellcat Burner&lt;br /&gt;
**  Max Charges: 1&lt;br /&gt;
**  Ammo: Bioferrite&lt;br /&gt;
**  Ammo per charge: 10&lt;br /&gt;
**  Base reload ticks: 60&lt;br /&gt;
* [[Market value]]: +80 {{Icon Small|Silver}} &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
fiery, flame, flaming, burning&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{{Check}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
0.5&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#ifeq: {{#var: defaultName}}|True|&amp;lt;td&amp;gt;&lt;br /&gt;
* [[Unique chain shotgun|Chain shotgun]]&lt;br /&gt;
* [[Unique heavy SMG|Heavy SMG]]&lt;br /&gt;
* [[Unique LMG|LMG]]&lt;br /&gt;
* [[Unique assault rifle|Assault rifle]]&lt;br /&gt;
* [[Unique charge rifle|Charge rifle]]&lt;br /&gt;
&amp;lt;/td&amp;gt;}}&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Attachment, Ability &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}&amp;lt;references responsive=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{recode|reason=Finish stat change descriptions, Make the table collapsible as it's very long, row ids, Colour squares &lt;br /&gt;
&amp;lt;abbr title=&amp;quot;Details on a weapon with this trait will be this color RGB: (25,255,25)&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;div class=&amp;quot;mw-no-invert&amp;quot; style=&amp;quot;width:16px;height:16px;background-color:rgb(25,255,25);display:inline-block;border:1px solid black;outline:1px solid white;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/abbr&amp;gt; and value colors}}{{Unique weapon traits}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=179006</id>
		<title>Psychic emanator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=179006"/>
		<updated>2026-04-05T04:34:41Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| image = Psychic emanator.png&lt;br /&gt;
| description = An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| cover effectiveness = 0.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 100&lt;br /&gt;
| cover = 0.20&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| marketvalue = 1300&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| power = -200&lt;br /&gt;
| reward item = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| deconstruct yield = {{Icon Small|steel||25}} + {{Icon Small|advanced component||3}}&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
The '''psychic emanator''' is a special building only received as a [[quest]] reward that provides a [[mood]] bonus to all [[human]] pawns around it when powered. &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Psychic emanators cannot be constructed nor bought from [[trader]]s. Instead they can only be acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to an emanator in a given play-through. They may also be found occasionally inside the following containers:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_18 text-center}}&lt;br /&gt;
! colspan=2| Container&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|Security crate}}&lt;br /&gt;
! [[Security crate]]{{IdeologyIcon}}&lt;br /&gt;
| {{#expr: 8.4/19 round 2}}% / {{#expr: 8.4/23 round 2}}%&amp;lt;sup&amp;gt;All DLC&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|Gray box}}&lt;br /&gt;
! [[Gray box]]{{AnomalyIcon}}&lt;br /&gt;
| 1.06%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|Flesh sack}}&lt;br /&gt;
! [[Flesh sack]]{{AnomalyIcon}}&lt;br /&gt;
| 1.17%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon small|Sealed crate}}&lt;br /&gt;
! [[Sealed crate]]{{OdysseyIcon}}&lt;br /&gt;
| ?/1%&amp;lt;sup&amp;gt;All DLC&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Psychic emanator radius.png|thumb|left|200px|Psychic emanator radius of effect]] When provided with {{#expr:-{{P|Power Consumption}}}}W of [[power]], a psychic emanator projects an aura in a 14.9-tile radius around itself. This radius is not blocked by any structure, including [[walls]]. All human pawns within the radius experience a {{Thought|desc=The psychic emanator makes me feel strange, but also very relaxed.|label=Psychic emanator soothe|value=+5}} bonus, directly scaled to the [[psychic sensitivity]] of the pawn. That is, a [[psychically hypersensitive]] pawn, with the resulting 180% sensitivity, will experience a {{+|9}} mood bonus, while a [[psychically deaf]] pawn with 0% sensitivity will have no change to their mood at all. All humans in range experience the thought - [[colonist]], [[raider]], and [[guest]]; adult, child and [[baby]]{{BiotechIcon}} alike.&lt;br /&gt;
&lt;br /&gt;
The mood bonus only lasts for as long as a pawn remains within its area of effect.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple emanators do not stack.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The mood bonus from the emanator immediately ends once the pawn moves out of its somewhat short range, however Mood [[Mood#Mechanics|moves gradually]] in response to changes. Having the mood stabilize at the higher level obviously helps while inside the radius, but the mood will also take time to tick down to baseline after leaving the area. The higher the mood bonus, the longer it will be in effect - a psychically hypersensitive pawn will have over an hour of time before their mood stabilizes. As such, it is advisable to place the emanator in places where pawns stay for long periods of time, or frequently spend time in. &lt;br /&gt;
&lt;br /&gt;
Suggestions include:&lt;br /&gt;
* Hospitals to help negate some of the negative effects of being bedridden with an illness. Note that pawns that are immobile or unconscious cannot break and are therefore a low priority for mood management.&lt;br /&gt;
* Near prison cells to reduce mental breaks.&lt;br /&gt;
* Near work spaces to provide a mood bonuses throughout the day - a pawn that spends all of its time in the field and then goes out of it to eat and sleep effectively has it 24/7. Ideal places include workshops, kitchens, [[meditation]] locations,{{RoyaltyIcon}} and any worksite that does not require the pawn to range over a large area.&lt;br /&gt;
* In shared spaces such as dining and rec rooms - this is less efficient on a per pawn basis but will increase the happiness of the colony as a whole more effectively.&lt;br /&gt;
* In Nurseries, due to [[children]]{{BiotechIcon}} causing either a {{Thought|desc=It's sad to see that the young folk are struggling.|label=sad youngsters|value=-2|stack=3}} or {{Thought|desc=It's nice to see that the young folk are doing well.|label=happy youngsters|value=+2|stack=3}} to colonists without the [[Psychopath]] trait, babies do not have many mood offsets and frequently have their moods decrease due to their play need not being satisfied or just not going to sleep.&lt;br /&gt;
* In areas frequented by particularly break-prone pawns, such as those with the [[Depressive]] trait or that have recently lost family members.&lt;br /&gt;
&lt;br /&gt;
As mood does not change while sleeping, it should not be placed near bedrooms&lt;br /&gt;
&lt;br /&gt;
Because of the rarity and high value of the emanator, you can wall to prevent angry pawns from destroying it during a [[tantrum]], or raiders from damaging or stealing it. &lt;br /&gt;
&lt;br /&gt;
If targeted at improving the mood of a specific pawn or pawns, consider enhancing their [[psychic sensitivity]] to maximize the effect on their mood. [[Eltex]] clothing{{RoyaltyIcon}} is ideal, especially if the mood boost is not intended to be permanent, but a variety of methods exist. For a full list of potential enhancers, see the [[Psychic Sensitivity]] page.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|special|wide}}&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
[[Category:Special]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skin_gland&amp;diff=179005</id>
		<title>Skin gland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skin_gland&amp;diff=179005"/>
		<updated>2026-04-05T04:31:55Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: Its rough, but good enough for now. Anyone else should feel free to.cleanup if they wish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Skin glands''' are [[artificial body parts|implant]]s added by the [[Royalty]] and [[Odyssey]] DLCs that are all mutually exclusive with each other. &lt;br /&gt;
&lt;br /&gt;
The glands provide the following benefits:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable text-center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Type !! colspan=3 | Armor !! rowspan=2 | [[Moving]] !! rowspan=2 | [[Beauty (Pawn)|Beauty]] !! rowspan=2 |[[Vacuum Resistance|Vacuum&amp;lt;br&amp;gt;resistance]]{{OdysseyIcon}} !! rowspan=2 |[[Minimum comfortable temperature|Min comfy&amp;lt;br&amp;gt;temp]]&lt;br /&gt;
|-&lt;br /&gt;
! Sharp !! Blunt !! Heat &lt;br /&gt;
|-&lt;br /&gt;
! [[Toughskin gland]]{{RoyaltyIcon}}&lt;br /&gt;
| {{Good|{{Q|Toughskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Toughskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Toughskin gland|Armor - Heat}}%}} || {{Bad|×95}} || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]]{{RoyaltyIcon}}&lt;br /&gt;
| {{Good|{{Q|Armorskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Armorskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Armorskin gland|Armor - Heat}}%}} || {{Bad|×90}} || {{--|1}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]]{{RoyaltyIcon}}&lt;br /&gt;
| {{Good|{{Q|Stoneskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Heat}}%}} || {{Bad|×85}} || {{--|2}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Vacskin gland]]{{OdysseyIcon}}&lt;br /&gt;
| '''{{Q|Vacskin gland|Armor - Sharp|0}}%''' || '''{{Q|Vacskin gland|Armor - Blunt|0}}%''' || '''{{Q|Vacskin gland|Armor - Heat|0}}%'''|| {{Bad|×90}} || - || {{+|85}} || {{---|{{Temperature|10.0||delta}}}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sharp&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Sharp) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Sharp}} &lt;br /&gt;
| set2name   = Armorskin (Sharp) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Sharp}} &lt;br /&gt;
| set3name   = Stoneskin (Sharp) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Sharp}} &lt;br /&gt;
| set4name   = Vacskin (Sharp)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Sharp|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Blunt&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Blunt) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Blunt}} &lt;br /&gt;
| set2name   = Armorskin (Blunt) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Blunt}}  &lt;br /&gt;
| set3name   = Stoneskin (Blunt) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Blunt}} &lt;br /&gt;
| set4name   = Vacskin (Blunt)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Blunt|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Heat&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Heat) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Heat}} &lt;br /&gt;
| set2name   = Armorskin (Heat) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Heat}}  &lt;br /&gt;
| set3name   = Stoneskin (Heat) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Heat}} &lt;br /&gt;
| set4name   = Vacskin (Heat)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Heat|0}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{Disambiguation}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skin_gland&amp;diff=179004</id>
		<title>Skin gland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skin_gland&amp;diff=179004"/>
		<updated>2026-04-05T04:31:12Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Skin glands''' are [[artificial body parts|implant]]s added by the [[Royalty]] and [[Odyssey]] DLCs that are all mutually exclusive with each other. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable text-center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Type !! colspan=3 | Armor !! rowspan=2 | [[Moving]] !! rowspan=2 | [[Beauty (Pawn)|Beauty]] !! rowspan=2 |[[Vacuum Resistance|Vacuum&amp;lt;br&amp;gt;resistance]]{{OdysseyIcon}} !! rowspan=2 |[[Minimum comfortable temperature|Min comfy&amp;lt;br&amp;gt;temp]]&lt;br /&gt;
|-&lt;br /&gt;
! Sharp !! Blunt !! Heat &lt;br /&gt;
|-&lt;br /&gt;
! [[Toughskin gland]]{{RoyaltyIcon}}&lt;br /&gt;
| {{Good|{{Q|Toughskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Toughskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Toughskin gland|Armor - Heat}}%}} || {{Bad|×95}} || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]]{{RoyaltyIcon}}&lt;br /&gt;
| {{Good|{{Q|Armorskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Armorskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Armorskin gland|Armor - Heat}}%}} || {{Bad|×90}} || {{--|1}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]]{{RoyaltyIcon}}&lt;br /&gt;
| {{Good|{{Q|Stoneskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Heat}}%}} || {{Bad|×85}} || {{--|2}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Vacskin gland]]{{OdysseyIcon}}&lt;br /&gt;
| '''{{Q|Vacskin gland|Armor - Sharp|0}}%''' || '''{{Q|Vacskin gland|Armor - Blunt|0}}%''' || '''{{Q|Vacskin gland|Armor - Heat|0}}%'''|| {{Bad|×90}} || - || {{+|85}} || {{---|{{Temperature|10.0||delta}}}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sharp&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Sharp) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Sharp}} &lt;br /&gt;
| set2name   = Armorskin (Sharp) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Sharp}} &lt;br /&gt;
| set3name   = Stoneskin (Sharp) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Sharp}} &lt;br /&gt;
| set4name   = Vacskin (Sharp)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Sharp|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Blunt&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Blunt) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Blunt}} &lt;br /&gt;
| set2name   = Armorskin (Blunt) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Blunt}}  &lt;br /&gt;
| set3name   = Stoneskin (Blunt) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Blunt}} &lt;br /&gt;
| set4name   = Vacskin (Blunt)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Blunt|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Heat&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Heat) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Heat}} &lt;br /&gt;
| set2name   = Armorskin (Heat) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Heat}}  &lt;br /&gt;
| set3name   = Stoneskin (Heat) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Heat}} &lt;br /&gt;
| set4name   = Vacskin (Heat)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Heat|0}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{Disambiguation}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skin_gland&amp;diff=179003</id>
		<title>Skin gland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skin_gland&amp;diff=179003"/>
		<updated>2026-04-05T04:30:44Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: Created page with &amp;quot;'''Skin glands''' are implants added by the Royalty and Odyssey DLCs that are all mutually exclusive with each other.   {| class=&amp;quot;wikitable s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Skin glands''' are [[artificial body parts|implant]]s added by the [[Royalty]] and [[Odyssey]] DLCs that are all mutually exclusive with each other. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable text-center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Type !! colspan=3 | Armor !! rowspan=2 | [[Moving]] !! rowspan=2 | [[Beauty (Pawn)|Beauty]] !! rowspan=2 |[[Vacuum Resistance|Vacuum&amp;lt;br&amp;gt;resistance]]{{OdysseyIcon}} !! [[Minimum comfortable temperature|Min comfy&amp;lt;br&amp;gt;temp]]&lt;br /&gt;
|-&lt;br /&gt;
! Sharp !! Blunt !! Heat &lt;br /&gt;
|-&lt;br /&gt;
! [[Toughskin gland]]{{RoyaltyIcon}}&lt;br /&gt;
| {{Good|{{Q|Toughskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Toughskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Toughskin gland|Armor - Heat}}%}} || {{Bad|×95}} || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]]{{RoyaltyIcon}}&lt;br /&gt;
| {{Good|{{Q|Armorskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Armorskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Armorskin gland|Armor - Heat}}%}} || {{Bad|×90}} || {{--|1}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]]{{RoyaltyIcon}}&lt;br /&gt;
| {{Good|{{Q|Stoneskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Heat}}%}} || {{Bad|×85}} || {{--|2}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Vacskin gland]]{{OdysseyIcon}}&lt;br /&gt;
| '''{{Q|Vacskin gland|Armor - Sharp|0}}%''' || '''{{Q|Vacskin gland|Armor - Blunt|0}}%''' || '''{{Q|Vacskin gland|Armor - Heat|0}}%'''|| {{Bad|×90}} || - || {{+|85}} || {{---|{{Temperature|10.0||delta}}}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sharp&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Sharp) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Sharp}} &lt;br /&gt;
| set2name   = Armorskin (Sharp) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Sharp}} &lt;br /&gt;
| set3name   = Stoneskin (Sharp) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Sharp}} &lt;br /&gt;
| set4name   = Vacskin (Sharp)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Sharp|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Blunt&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Blunt) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Blunt}} &lt;br /&gt;
| set2name   = Armorskin (Blunt) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Blunt}}  &lt;br /&gt;
| set3name   = Stoneskin (Blunt) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Blunt}} &lt;br /&gt;
| set4name   = Vacskin (Blunt)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Blunt|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Heat&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Heat) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Heat}} &lt;br /&gt;
| set2name   = Armorskin (Heat) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Heat}}  &lt;br /&gt;
| set3name   = Stoneskin (Heat) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Heat}} &lt;br /&gt;
| set4name   = Vacskin (Heat)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Heat|0}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{Disambiguation}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacskin_gland&amp;diff=179002</id>
		<title>Vacskin gland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacskin_gland&amp;diff=179002"/>
		<updated>2026-04-05T04:20:59Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Vacskin gland&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| description = This bionic gland releases a waxy substance that forms an insulating barrier on the skin, preventing vacuum burns but restricting movement. The gland also regulates blood oxygen levels, allowing longer survival in the vacuum of space.&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 50&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Skin hardening&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 5&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| marketvalue  = 1230&lt;br /&gt;
| vacuum resistance offset = 0.85&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| tradeTags = Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| tags = ArmorGland&lt;br /&gt;
| incompatibleWithHediffTags = ArmorGland&lt;br /&gt;
}}&lt;br /&gt;
The '''Vacskin Gland''' is an implant added by the [[Royalty DLC]] and [[Odyssey DLC]] that improves the host pawn's [[vacuum resistance]] and [[Minimum Comfortable Temperature|minimum comfortable temperature]], in exchange for reducing their [[moving]] capacity&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Pawns that are implanted with a vacskin gland gain a bonus to [[Vacuum Resistance]] of {{+|{{%|{{P|Vacuum Resistance Offset}}}}}}, and a reduction of their [[minimum comfortable temperature]] by {{---|{{Temperature|10.0||delta}}}}. It also multiplies [[moving]] by a factor of {{Bad|x90%}}. In turn, the penalty to moving reduces the [[move speed]], [[hunting stealth]], and [[melee dodge chance]] of a pawn.&lt;br /&gt;
&lt;br /&gt;
Pawns with a vacskin gland do not receive [[vacuum burn]]s.&lt;br /&gt;
&lt;br /&gt;
It is mutally exclusive with the [[skin gland]]s from the [[Royalty DLC]], but unlike them does not reduce [[pawn beauty]] or provide [[armor]].&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The reduction in [[capacity|moving capacity]] of this implant is equal to that of an [[armorskin gland]] but with different benefits.&lt;br /&gt;
&lt;br /&gt;
All skin-hardening implants are incompatible so they come with the cost of missing [[vacuum resistance]] or increased internal layer [[armor]] respectively. &lt;br /&gt;
Since movement capacity adjustments affect the final result of a creature's movement speed, this represents a 10% reduction from effectively all movement offset bonuses. &lt;br /&gt;
&lt;br /&gt;
Vacskin glands have relatively little effect on the surface, unless the {{---|{{Temperature|10.0||delta}}}} offset gives your colonists the opportunity to switch from heavier/less protective armor to something lighter/stronger: Surface-worn [[vacsuit]]s and [[parka]]s to power armors and [[jacket]]s/[[duster]]s respectively. High quality gear largely outcompetes the flat offset in this role, even in permanently frozen places. &lt;br /&gt;
&lt;br /&gt;
In orbit, vacskin glands provide full vacuum protection with the vacuum resistant gene, any power armor or helmet, and vacsuits or vacsuit helmets. A colonist with the implant is significantly faster than a fully vacsuited pirate or [[sentry drone]]s but likely not [[mechanoid]]s or [[wasp drone]]s. The constant {{Temperature|-75}} temperature remains a significant obstacle to non-armor apparel, though most is potentially wearable. Even a nudist space colony might be possible, if properly [[Scenario_system#Default_Scenarios|prepared]].&lt;br /&gt;
&lt;br /&gt;
Vacuum resistances below '''100%''' are not necessarily insufficient, since the amount of time a colonist can survive up to increases from hours to effectively days at a time as they get closer to full protection.&lt;br /&gt;
&lt;br /&gt;
While this does mean that vacskin glands are useful to all spacebound colonists, it makes [[marine armor]] an even more attractive option, since the armor comes with even more temperature resistance, typically less movement penalty (-0.25 vs -0.46, excluding other offsets), and a naturally high rating of armor protection. There are significant combat threats in orbit too, so choosing to forgo vacskin glands also means you can still choose the surgical option with other skin hardening glands for even more defense at relatively small cost. Even in the case of a fully depressurized gravship or space base, restoring a breathable atmosphere only takes a small amount of time and steel, components and power, resources found pretty much everywhere in orbit. &lt;br /&gt;
&lt;br /&gt;
Vacskin glands are certainly lifesaving implants in the right (or wrong) circumstances, but in the year([[Lore|?]]) 5500, being prepared for space utilizes many options, and is just another part of surviving the rimworld.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added. &amp;lt;!-- We added a new vacskin gland prosthetic from the Empire that protects your colonists against vacuum. (This cross-expansion content only appears for those with Odyssey and Royalty).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toughskin_gland&amp;diff=179001</id>
		<title>Toughskin gland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toughskin_gland&amp;diff=179001"/>
		<updated>2026-04-05T04:17:18Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
| name = Toughskin gland&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| description = This bionic gland releases chemicals and nanomachines that toughen the skin, making it somewhat more resistant to damage. While it doesn't add as much protection as some other skin-hardening glands, the toughskin gland has the advantage of not noticeably altering the user's appearance.&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 50&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Skin hardening&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| marketvalue  = 1030&lt;br /&gt;
| armorblunt  = 10&lt;br /&gt;
| armorsharp  = 35&lt;br /&gt;
| armorheat  = 30&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes&lt;br /&gt;
| layer = Internal&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
| tags = ArmorGland&lt;br /&gt;
| incompatibleWithHediffTags = ArmorGland&lt;br /&gt;
}}&lt;br /&gt;
The '''toughskin gland''' is an implant added by the [[Royalty DLC]] that gives the host pawn natural armor, in exchange for making them slower. &lt;br /&gt;
&lt;br /&gt;
It is the least protective and has the smallest penalties of the three skin gland implants, being weaker than both the [[armorskin gland|armorskin]] and [[stoneskin gland]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Pawns with a toughskin gland implanted in their torso{{Check Tag|Verify}} gain an offset to their intrinsic Sharp/Blunt/Heat Armor by {{P|Armor - Sharp}}/{{P|Armor - Blunt}}/{{P|Armor - Heat}}% respectively. All skin glands, including [[vacskin gland]]s,{{OdysseyIcon}} are mutually exclusive and there are no other sources of intrinsic armor for [[human]]s {{Hover title|Version/1.6.4630|as of the time of writing}}. As such, the base values before the offset is always 0%/0%/0%. Intrinsic armor is considered as its own layer for the purposes of [[Apparel#Protection|armor calculations]] and is the final layer considered after all [[apparel]]. Intrinsic armor still protects body parts replaced by [[artificial body parts]] and body parts that would not logically have skin, such as eyes.&lt;br /&gt;
&lt;br /&gt;
It does not reduce [[pawn beauty]] like the other armor-providing skin glands but it does multiply the pawn's [[moving]] by a factor of {{Bad|x95%}}.&lt;br /&gt;
&lt;br /&gt;
Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a change in [[melee dodge chance]] equivalent to losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.05}}}} levels of [[Melee]] skill. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0% for some pawns with suitably low skill or other moving  penalties..&lt;br /&gt;
&lt;br /&gt;
As an artificial part, toughskin glands will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It provides slight protection, and covers body parts that get little to no armor, such as the eyes and fingers, but its protection is so small that it's often irrelevant. For example, a punch from a normal human with an organic arm deals blunt damage and has an AP of 12%, meaning this gland provides no protection whatsoever from the weakest possible attack from a human. The heat armor is notably better than the other two, offering a 15% chance to avoid being set on fire by most [[flame]] damage attacks but it is still lacklustre.&lt;br /&gt;
&lt;br /&gt;
Players who wish to protect their pawns should usually instead spend their silver or advanced components on proper armor or bionic limbs. A [[bionic arm]] completely removes the need to protect the fingers at all, and a [[recon helmet]] provides three times the sharp armor while covering the eyes.&lt;br /&gt;
&lt;br /&gt;
That being said, there is still a niche for this gland. Nudist colonies and [[ghoul]]s{{AnomalyIcon}} do not wear apparel and thus have very little armor. Therefore, even the minor protection of this gland may be useful. Even then, though, the armor bonus is still so low that players should generally consider the more protective armor glands.&lt;br /&gt;
&lt;br /&gt;
=== Gland comparisons ===&lt;br /&gt;
Comparison table of the different types of skin gland:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable text-center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Type !! colspan=3 | Armor !! rowspan=2 | [[Moving]] !! rowspan=2 | [[Beauty (Pawn)|Beauty]]&lt;br /&gt;
|-&lt;br /&gt;
! Sharp !! Blunt !! Heat &lt;br /&gt;
|-&lt;br /&gt;
! [[Toughskin gland]] &lt;br /&gt;
| {{Good|{{Q|Toughskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Toughskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Toughskin gland|Armor - Heat}}%}} || {{Bad|×95}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] &lt;br /&gt;
| {{Good|{{Q|Armorskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Armorskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Armorskin gland|Armor - Heat}}%}} || {{Bad|×90}} || {{--|1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] &lt;br /&gt;
| {{Good|{{Q|Stoneskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Heat}}%}} || {{Bad|×85}} || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Vacskin gland]]{{OdysseyIcon}}&lt;br /&gt;
| '''{{Q|Vacskin gland|Armor - Sharp|0}}%''' || '''{{Q|Vacskin gland|Armor - Blunt|0}}%''' || '''{{Q|Vacskin gland|Armor - Heat|0}}%'''|| {{Bad|×90}} || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sharp&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Sharp) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Sharp}} &lt;br /&gt;
| set2name   = Armorskin (Sharp) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Sharp}} &lt;br /&gt;
| set3name   = Stoneskin (Sharp) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Sharp}} &lt;br /&gt;
| set4name   = Vacskin (Sharp)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Sharp|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Blunt&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Blunt) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Blunt}} &lt;br /&gt;
| set2name   = Armorskin (Blunt) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Blunt}}  &lt;br /&gt;
| set3name   = Stoneskin (Blunt) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Blunt}} &lt;br /&gt;
| set4name   = Vacskin (Blunt)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Blunt|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Heat&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Heat) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Heat}} &lt;br /&gt;
| set2name   = Armorskin (Heat) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Heat}}  &lt;br /&gt;
| set3name   = Stoneskin (Heat) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Heat}} &lt;br /&gt;
| set4name   = Vacskin (Heat)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Heat|0}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Toughskin, [[armorskin gland|armorskin]], and [[stoneskin gland|stoneskin]] glands no longer stack&lt;br /&gt;
* [[Version/1.1.2598|1.1.2598]] - Buffed from 20/10/20% to 35/10/30%&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armorskin_gland&amp;diff=179000</id>
		<title>Armorskin gland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armorskin_gland&amp;diff=179000"/>
		<updated>2026-04-05T04:16:12Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Armorskin gland&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| description = This bionic gland releases chemicals and nanomachines that toughen the skin and add flexible subdermal keratin plates at strategic points. This makes the user more resistant to damage across their whole body. Unfortunately, These changes make the skin appear leathery, with wrinkles across the whole body and face, which is generally considered ugly.&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 50&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Skin hardening&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| marketvalue  = 1475&lt;br /&gt;
| armorblunt  = 20&lt;br /&gt;
| armorsharp  = 52&lt;br /&gt;
| armorheat  = 40&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes&lt;br /&gt;
| layer = Internal&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
| tags = ArmorGland&lt;br /&gt;
| incompatibleWithHediffTags = ArmorGland&lt;br /&gt;
}}&lt;br /&gt;
The '''Armorskin Gland''' is an implant added by the [[Royalty DLC]] that gives the host pawn natural armor, in exchange for making them uglier and slower. It is the middle option of the three skin gland implants, with protection and penalties between that of the [[Toughskin gland|toughskin]] and [[Stoneskin gland|stoneskin gland]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Pawns with an armorskin gland implanted in their torso{{Check Tag|Verify}} gain an offset to their intrinsic Sharp/Blunt/Heat Armor by {{P|Armor - Sharp}}/{{P|Armor - Blunt}}/{{P|Armor - Heat}}% respectively. All skin glands, including [[vacskin gland]]s,{{OdysseyIcon}} are mutually exclusive and there are no other sources of intrinsic armor for [[human]]s {{Hover title|Version/1.6.4630|as of the time of writing}}. As such, the base values before the offset is always 0%/0%/0%. Intrinsic armor is considered as its own layer for the purposes of [[Apparel#Protection|armor calculations]] and is the final layer considered after all [[apparel]]. Intrinsic armor still protects body parts replaced by [[artificial body parts]] and body parts that would not logically have skin, such as eyes.&lt;br /&gt;
&lt;br /&gt;
It also reduces [[pawn beauty]] by {{--|1}}, potentially resulting in an [[opinion]] malus with other humans that are not [[ascetic]], [[kind]], and [[Sight|blind]] depending on other beauty effects. It also multiplies the pawn's [[moving]] by a factor of {{Bad|x90%}}.&lt;br /&gt;
&lt;br /&gt;
Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a change in [[melee dodge chance]] equivalent to losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.1}}}} levels of [[Melee]] skill. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0% for pawns with skill under 7, when replacing one leg, or under 10 for both legs.&lt;br /&gt;
&lt;br /&gt;
As an artificial part, armorskin glands will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Almost missing analysis. Also ghouls specifically}}&lt;br /&gt;
It provides a noticeable amount of protection. Keep in mind that armor penetration usually negates a part of the implant's armor rating, making it less protective than expected.&lt;br /&gt;
&lt;br /&gt;
Comparison table of the different types of skin gland:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable text-center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Type !! colspan=3 | Armor !! rowspan=2 | [[Moving]] !! rowspan=2 | [[Beauty (Pawn)|Beauty]]&lt;br /&gt;
|-&lt;br /&gt;
! Sharp !! Blunt !! Heat &lt;br /&gt;
|-&lt;br /&gt;
! [[Toughskin gland]] &lt;br /&gt;
| {{Good|{{Q|Toughskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Toughskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Toughskin gland|Armor - Heat}}%}} || {{Bad|×95}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] &lt;br /&gt;
| {{Good|{{Q|Armorskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Armorskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Armorskin gland|Armor - Heat}}%}} || {{Bad|×90}} || {{--|1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] &lt;br /&gt;
| {{Good|{{Q|Stoneskin gland|Armor - Sharp}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Blunt}}%}} || {{Good|{{Q|Stoneskin gland|Armor - Heat}}%}} || {{Bad|×85}} || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Vacskin gland]]{{OdysseyIcon}}&lt;br /&gt;
| '''{{Q|Vacskin gland|Armor - Sharp|0}}%''' || '''{{Q|Vacskin gland|Armor - Blunt|0}}%''' || '''{{Q|Vacskin gland|Armor - Heat|0}}%'''|| {{Bad|×90}} || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sharp&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Sharp) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Sharp}} &lt;br /&gt;
| set2name   = Armorskin (Sharp) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Sharp}} &lt;br /&gt;
| set3name   = Stoneskin (Sharp) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Sharp}} &lt;br /&gt;
| set4name   = Vacskin (Sharp)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Sharp|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Blunt&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Blunt) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Blunt}} &lt;br /&gt;
| set2name   = Armorskin (Blunt) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Blunt}}  &lt;br /&gt;
| set3name   = Stoneskin (Blunt) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Blunt}} &lt;br /&gt;
| set4name   = Vacskin (Blunt)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Blunt|0}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Heat&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = red, grey, black, #9a7bc8&lt;br /&gt;
| set1name   = Toughskin (Heat) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Heat}} &lt;br /&gt;
| set2name   = Armorskin (Heat) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Heat}}  &lt;br /&gt;
| set3name   = Stoneskin (Heat) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Heat}} &lt;br /&gt;
| set4name   = Vacskin (Heat)&lt;br /&gt;
| set4armor1 = {{Q|Vacskin gland|Armor - Heat|0}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Toughskin gland|Toughskin]], armorskin, and [[stoneskin gland|stoneskin]] glands no longer stack&lt;br /&gt;
* [[Version/1.1.2598|1.1.2598]] - Buffed from 35/20/40% to 52/20/40%&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=178995</id>
		<title>Psyfocus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=178995"/>
		<updated>2026-04-05T02:11:18Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Dignified */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others.&lt;br /&gt;
&lt;br /&gt;
 Void psyfocus - see [[Meditation Psyfocus Bonus]] until this page is updated}}&lt;br /&gt;
{{Quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
'''Psyfocus''' is a medium-term limitor of [[psycast]] usage. Psyfocus can be regenerated by meditating.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psyfocus is a value ranging from 0% to 100%, obtained by any pawn with a [[psylink]]. Every [[psycast]] immediately consumes a certain percentage of psyfocus. All psyfocus costs are the same for every caster, and unlike [[neural heat]], these costs cannot be bypassed. &lt;br /&gt;
&lt;br /&gt;
Higher level psycasts require a minimum amount of psyfocus to be cast, regardless of their psyfocus cost:&lt;br /&gt;
* Level 3-4 psycasts require a minimum of 25% psyfocus&lt;br /&gt;
* Level 5-6 psycasts require a minimum of 50% psyfocus&lt;br /&gt;
&lt;br /&gt;
=== Degradation ===&lt;br /&gt;
In addition to spending it to use psycasts, psyfocus naturally falls a certain amount per day. The amount depends on current psyfocus:&lt;br /&gt;
* Below 25% psyfocus, the psyfocus falls at 3.5% per day,&lt;br /&gt;
* Between 25 and 50%, it falls at 5.5% per day&lt;br /&gt;
* Above 50%, it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
== Meditation ==&lt;br /&gt;
With a few exceptions, psyfocus can only be gained through '''meditation'''. &lt;br /&gt;
&lt;br /&gt;
Pawns gain a base rate of +50% psyfocus per full day, or +2.08% per hour, of pure meditation. Meditation foci further improve these rates by their listed strength. For example, a wall with the ''Minmalist'' focus increases psyfocus gain by +22%/day, for a total of 72% psyfocus per day. Meditation also counts as Solitary recreation.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with gizmo on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[schedule]]d for &amp;quot;''Anything''&amp;quot;. Meditation can also be performed while scheduled to Recreation or Meditation, where the gizmo does not impact when pawns meditate.&lt;br /&gt;
&lt;br /&gt;
The rate of psyfocus gain from meditation can further be increased in the following ways:&lt;br /&gt;
* Using [[Wake-up]] increases the psyfocus gain from meditation by {{+|20%}} per day for the [[Wake-up#Wake-up high|duration of its high]].&lt;br /&gt;
* The [[Psy-meditative]] persona trait grants an additional {{+|10%}} psyfocus gain per day of meditation, while the weapon is held in hand.&lt;br /&gt;
* Each [[psychofluid pump]]{{BiotechIcon}} increases {{+|5%}} psyfocus per day of meditation from a completed [[deathrest]], up to a maximum of {{+|20%}} from 4 pumps. This bonus lasts until the next deathrest.&lt;br /&gt;
* [[Psy-sensitive]] and [[Super psy-sensitive]] genes{{BiotechIcon}} increase psyfocus gain per meditation day by {{+|10%}} and {{+|20%}} respectively. Note that these genes are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation psyfocus gain is therefore a non-tribal pawn meditating to a legendary sculpture surrounded by 8 other masterwork sculptures, wielding a Psy-meditative persona weapon, while high on wake-up, having deathrested with 4 psychofluid pumps and with the super psy-sensitive gene. This results in a psyfocus gain per day of meditation of {{#expr:50 + 44 + 10 + 20 + 20 + 20}}% or {{#expr:(50 + 44 + 10 + 20 + 20 + 20)/24 round 1}}% per hour.&lt;br /&gt;
&lt;br /&gt;
== List of meditation foci ==&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br/&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br/&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.06)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psyfocus#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Void monolith]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}%  &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Harbinger tree]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}%  &lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Holding platform]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}%  &lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic ritual spot]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +8%&lt;br /&gt;
| {{#expr: (0.5+0.08)/0.24 round 1}}%  &lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
== Meditation types ==&lt;br /&gt;
=== Natural ===&lt;br /&gt;
----&lt;br /&gt;
Required: Most tribal Childhood [[Backstories]], including the Tribe Child backstory for any [[children]]{{BiotechIcon}} raised in a [[New Tribe]] start.&amp;lt;br/&amp;gt;Note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[{{Q|Anima tree|Image}}|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of +28%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles increases it by +1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[{{Q|Animus stone|Image}}|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of +34%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles have no effect. Up to 4 additional stones can affect one stone. Like the [[anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius (be aware that this is 7 tiles beyond the displayed range for the indicator). Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is +42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5 &lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[{{Q|Small nature shrine|Image}}|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of +22%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Small nature shrines do not give a bonus to animus stones. Like the all natural foci, its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the small nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +30% bonus, but the player would be wasting animus stone bonuses.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[{{Q|Large nature shrine|Image}}|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of +30%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Large nature shrines do not give a bonus to animus stones. Like the all natural foci, its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the large nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +38% bonus, but the player would be wasting animus stone bonuses. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Morbid ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal (Trait)|Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[{{Q|Grave|Image}}|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of +6%. This increases by +10% if the grave is full, and a further +10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional +1%, or +2% if full, for a maximum bonus of +8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[{{Q|Sarcophagus|Image}}|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of +10%. This increases by +10% if the sarcophagus is full, and a further +10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional +1%, or +2% if full, for a maximum bonus of +8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
----&lt;br /&gt;
Required: Must have a '''non'''-Tribal childhood backstory. Must '''not''' have the [[Ascetic]] trait.{{Check Tag|Any other lockouts?|Traits page claims that multiple other traits (Jealous, for example) will remove this meditation type. Add info here or remove incorrect info there.}}&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]] / [[Large sculpture]] / [[Grand sculpture]] / [[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[{{Q|Small sculpture|Image}}|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that is dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of +28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of +16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[{{Q|Large stele|Image}}|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of +15%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[{{Q|Grand stele|Image}}|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of +18%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Ascetic]]&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]]s can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[{{Q|Wall|Image}}|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of +22%. No other modifiers exist for walls as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Pyromaniac]]&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[{{Q|Brazier|Image}}|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of +0% in their unlit state. This increases by +15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[{{Q|Campfire|Image}}|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of +0% in their unlit state. This increases by +12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +2%, for a maximum bonus of +16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[{{Q|Torch lamp|Image}}|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of +0% in their unlit state. This increases by +10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +1%, for a maximum bonus of +8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dignified ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]] / [[Grand meditation throne]]:'''&lt;br /&gt;
[[{{Q|Meditation throne|Image}}|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of +15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by +8%.&lt;br /&gt;
&lt;br /&gt;
Psyfocus gain is further affected by a room's [[impressiveness]], as seen below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line| xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%)|x=0, 30, 60, 100, 170, 200|y=-5, 0, 4, 8, 10, 10|xAxisMin = 0 |  xAxisMax = 200|  yAxisMin = -5 | yAxisMax = 12 |xGrid = |yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' The room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will give less than +4% psyfocus.&lt;br /&gt;
&lt;br /&gt;
The dignified meditation focus has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&lt;br /&gt;
&lt;br /&gt;
=== Void ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
----&lt;br /&gt;
Required: [[Void fascination]], [[Inhumanized]]&lt;br /&gt;
&lt;br /&gt;
Void meditation was added with the Anomaly DLC and is used by pawns who have either become inhumanized or have the Void Fascination trait.&lt;br /&gt;
&lt;br /&gt;
'''[[Void monolith]]:'''&lt;br /&gt;
[[{{Q|Void monolith|Image}}|64px|left|link=Void monolith]][[File: Void_Monolith_Awakened_Valid_Meditation_Spots.png|thumb|right|128px|Valid meditation spot positions for the Awakened monolith]]&lt;br /&gt;
The void monolith has a base Meditation Focus Strength of +30%. When the monolith is in it's &amp;quot;fallen monolith&amp;quot; state (3x3 as shown in the left image), a [[meditation spot]] placed with any part of the monolith within its radius will allow a pawn to use it as a focus object, however once the monolith is in its later stages (Awakened, 5x5) only the 3 squares directly in front of the monolith will allow the pawn to meditate with it as the focus object (see image on right). It appears that no other modifiers exist for the void monolith as they do for other foci.{{Check Tag|Fact Check Needed}} &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Harbinger tree]]:'''&lt;br /&gt;
[[{{Q|Harbinger tree|Image}}|64px|left|link=Harbinger tree]]&lt;br /&gt;
Harbinger trees have a base Meditation Focus Strength of +14%. It appears that no other modifiers exist for harbinger trees as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Holding spot]]:'''&lt;br /&gt;
[[{{Q|Holding spot|Image}}|64px|left|link=Holding spot]]&lt;br /&gt;
Holding spots loaded with a captured [[entity]] have a base Meditation Focus Strength of +16%. The type of entity captured has no affect on this modifier. Empty spots do not offer any meditation focus. It appears that no other modifiers exist for holding spot as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Holding platform]]:'''&lt;br /&gt;
[[{{Q|Holding platform|Image}}|64px|left|link=Holding platform]]&lt;br /&gt;
Holding platforms loaded with a captured [[entity]] have a base Meditation Focus Strength of +16%. The type of entity captured has no affect on this modifier. Empty platforms do not offer any meditation focus. It appears that no other modifiers exist for holding platforms as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Psychic ritual spot]]:'''&lt;br /&gt;
[[{{Q|Psychic ritual spot|Image}}|64px|left|link=Psychic ritual spot]]&lt;br /&gt;
Psychic ritual spots have a base Meditation Focus Strength of +8%. For each [[Void sculpture|void sculpture]] in range of the ritual spot, +2% meditation focus is added. This is independent of sculpture quality and stacks up to 6 sculptures. Similarly, for each [[Shard beacon|shard beacon]] in range of the ritual spot, a further +2% meditation focus is added. This can be stacked up to 4 times. Neither the void sculpture nor the shard beacon need to be in range of the meditation spot for the bonus to be in effect, they only have to affect the ritual spot.&lt;br /&gt;
Therefore the maximum psyfocus strength to be acquired from a psychic ritual spot is +28% and requires the ritual spot to be surrounded by 6 void sculptures of any quality and 4 shard beacons. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Other ways to increase psyfocus ==&lt;br /&gt;
Other than meditation, the following methods will increase a pawn's psyfocus:&lt;br /&gt;
* Using [[Go-juice]] instantly refills a psycaster's psyfocus by 15%.&lt;br /&gt;
* [[Ideoligion]] [[rituals]] {{IdeologyIcon}} can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes.{{Check Tag|Detail|Specific terms, mechanics, details etc. E.g. what outcomes specifically?}} .&lt;br /&gt;
* The [[Kill-focused]] persona trait grant an instant 20% psyfocus on killing an enemy. Note that psyfocus is gained for directly killing a pawn. This includes killing wild animals, downed hostiles, friendly NPCs, colonists, and even [[Animals#Slaughtering|slaughtering]] colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so. Age and body size do not affect this rate. Excess colony animals, especially from rapidly-breeding animals such as [[chicken]]s, can thus be turned into into massive psyfocus gain, allowing continuous use of utility psycasts such as [[Word of inspiration]] or [[Word of trust]] or high cost combat options such as [[Berserk pulse]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Just claimed artificial structures don't affect nature focus objects.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Psyfocus ritual reward does not recharge psyfocus to max.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal [[babies]]{{BiotechIcon}} becoming [[children]]{{BiotechIcon}} get natural meditation focus.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=178994</id>
		<title>Psyfocus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=178994"/>
		<updated>2026-04-05T02:10:44Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Void */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others.&lt;br /&gt;
&lt;br /&gt;
 Void psyfocus - see [[Meditation Psyfocus Bonus]] until this page is updated}}&lt;br /&gt;
{{Quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
'''Psyfocus''' is a medium-term limitor of [[psycast]] usage. Psyfocus can be regenerated by meditating.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psyfocus is a value ranging from 0% to 100%, obtained by any pawn with a [[psylink]]. Every [[psycast]] immediately consumes a certain percentage of psyfocus. All psyfocus costs are the same for every caster, and unlike [[neural heat]], these costs cannot be bypassed. &lt;br /&gt;
&lt;br /&gt;
Higher level psycasts require a minimum amount of psyfocus to be cast, regardless of their psyfocus cost:&lt;br /&gt;
* Level 3-4 psycasts require a minimum of 25% psyfocus&lt;br /&gt;
* Level 5-6 psycasts require a minimum of 50% psyfocus&lt;br /&gt;
&lt;br /&gt;
=== Degradation ===&lt;br /&gt;
In addition to spending it to use psycasts, psyfocus naturally falls a certain amount per day. The amount depends on current psyfocus:&lt;br /&gt;
* Below 25% psyfocus, the psyfocus falls at 3.5% per day,&lt;br /&gt;
* Between 25 and 50%, it falls at 5.5% per day&lt;br /&gt;
* Above 50%, it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
== Meditation ==&lt;br /&gt;
With a few exceptions, psyfocus can only be gained through '''meditation'''. &lt;br /&gt;
&lt;br /&gt;
Pawns gain a base rate of +50% psyfocus per full day, or +2.08% per hour, of pure meditation. Meditation foci further improve these rates by their listed strength. For example, a wall with the ''Minmalist'' focus increases psyfocus gain by +22%/day, for a total of 72% psyfocus per day. Meditation also counts as Solitary recreation.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with gizmo on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[schedule]]d for &amp;quot;''Anything''&amp;quot;. Meditation can also be performed while scheduled to Recreation or Meditation, where the gizmo does not impact when pawns meditate.&lt;br /&gt;
&lt;br /&gt;
The rate of psyfocus gain from meditation can further be increased in the following ways:&lt;br /&gt;
* Using [[Wake-up]] increases the psyfocus gain from meditation by {{+|20%}} per day for the [[Wake-up#Wake-up high|duration of its high]].&lt;br /&gt;
* The [[Psy-meditative]] persona trait grants an additional {{+|10%}} psyfocus gain per day of meditation, while the weapon is held in hand.&lt;br /&gt;
* Each [[psychofluid pump]]{{BiotechIcon}} increases {{+|5%}} psyfocus per day of meditation from a completed [[deathrest]], up to a maximum of {{+|20%}} from 4 pumps. This bonus lasts until the next deathrest.&lt;br /&gt;
* [[Psy-sensitive]] and [[Super psy-sensitive]] genes{{BiotechIcon}} increase psyfocus gain per meditation day by {{+|10%}} and {{+|20%}} respectively. Note that these genes are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation psyfocus gain is therefore a non-tribal pawn meditating to a legendary sculpture surrounded by 8 other masterwork sculptures, wielding a Psy-meditative persona weapon, while high on wake-up, having deathrested with 4 psychofluid pumps and with the super psy-sensitive gene. This results in a psyfocus gain per day of meditation of {{#expr:50 + 44 + 10 + 20 + 20 + 20}}% or {{#expr:(50 + 44 + 10 + 20 + 20 + 20)/24 round 1}}% per hour.&lt;br /&gt;
&lt;br /&gt;
== List of meditation foci ==&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br/&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br/&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.06)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psyfocus#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Void monolith]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}%  &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Harbinger tree]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}%  &lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Holding platform]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}%  &lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic ritual spot]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +8%&lt;br /&gt;
| {{#expr: (0.5+0.08)/0.24 round 1}}%  &lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
== Meditation types ==&lt;br /&gt;
=== Natural ===&lt;br /&gt;
----&lt;br /&gt;
Required: Most tribal Childhood [[Backstories]], including the Tribe Child backstory for any [[children]]{{BiotechIcon}} raised in a [[New Tribe]] start.&amp;lt;br/&amp;gt;Note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[{{Q|Anima tree|Image}}|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of +28%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles increases it by +1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[{{Q|Animus stone|Image}}|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of +34%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles have no effect. Up to 4 additional stones can affect one stone. Like the [[anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius (be aware that this is 7 tiles beyond the displayed range for the indicator). Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is +42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5 &lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[{{Q|Small nature shrine|Image}}|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of +22%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Small nature shrines do not give a bonus to animus stones. Like the all natural foci, its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the small nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +30% bonus, but the player would be wasting animus stone bonuses.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[{{Q|Large nature shrine|Image}}|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of +30%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Large nature shrines do not give a bonus to animus stones. Like the all natural foci, its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the large nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +38% bonus, but the player would be wasting animus stone bonuses. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Morbid ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal (Trait)|Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[{{Q|Grave|Image}}|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of +6%. This increases by +10% if the grave is full, and a further +10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional +1%, or +2% if full, for a maximum bonus of +8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[{{Q|Sarcophagus|Image}}|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of +10%. This increases by +10% if the sarcophagus is full, and a further +10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional +1%, or +2% if full, for a maximum bonus of +8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
----&lt;br /&gt;
Required: Must have a '''non'''-Tribal childhood backstory. Must '''not''' have the [[Ascetic]] trait.{{Check Tag|Any other lockouts?|Traits page claims that multiple other traits (Jealous, for example) will remove this meditation type. Add info here or remove incorrect info there.}}&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]] / [[Large sculpture]] / [[Grand sculpture]] / [[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[{{Q|Small sculpture|Image}}|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that is dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of +28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of +16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[{{Q|Large stele|Image}}|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of +15%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[{{Q|Grand stele|Image}}|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of +18%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Ascetic]]&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]]s can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[{{Q|Wall|Image}}|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of +22%. No other modifiers exist for walls as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Pyromaniac]]&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[{{Q|Brazier|Image}}|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of +0% in their unlit state. This increases by +15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[{{Q|Campfire|Image}}|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of +0% in their unlit state. This increases by +12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +2%, for a maximum bonus of +16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[{{Q|Torch lamp|Image}}|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of +0% in their unlit state. This increases by +10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +1%, for a maximum bonus of +8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dignified ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]] / [[Grand meditation throne]]:'''&lt;br /&gt;
[[{{Q|Meditation throne|Image}}|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of +15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by +8%.&lt;br /&gt;
&lt;br /&gt;
Psyfocus gain is further affected by a room's [[impressiveness]], as seen below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line| xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%)|x=0, 30, 60, 100, 170, 200|y=-5, 0, 4, 8, 10, 10|xAxisMin = 0 |  xAxisMax = 200|  yAxisMin = -5 | yAxisMax = 12 |xGrid = |yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' The room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will give less than +4% psyfocus.&lt;br /&gt;
&lt;br /&gt;
The dignified meditation focus has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&lt;br /&gt;
&lt;br /&gt;
== Other ways to increase psyfocus ==&lt;br /&gt;
Other than meditation, the following methods will increase a pawn's psyfocus:&lt;br /&gt;
* Using [[Go-juice]] instantly refills a psycaster's psyfocus by 15%.&lt;br /&gt;
* [[Ideoligion]] [[rituals]] {{IdeologyIcon}} can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes.{{Check Tag|Detail|Specific terms, mechanics, details etc. E.g. what outcomes specifically?}} .&lt;br /&gt;
* The [[Kill-focused]] persona trait grant an instant 20% psyfocus on killing an enemy. Note that psyfocus is gained for directly killing a pawn. This includes killing wild animals, downed hostiles, friendly NPCs, colonists, and even [[Animals#Slaughtering|slaughtering]] colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so. Age and body size do not affect this rate. Excess colony animals, especially from rapidly-breeding animals such as [[chicken]]s, can thus be turned into into massive psyfocus gain, allowing continuous use of utility psycasts such as [[Word of inspiration]] or [[Word of trust]] or high cost combat options such as [[Berserk pulse]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Just claimed artificial structures don't affect nature focus objects.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Psyfocus ritual reward does not recharge psyfocus to max.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal [[babies]]{{BiotechIcon}} becoming [[children]]{{BiotechIcon}} get natural meditation focus.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=178993</id>
		<title>Psyfocus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=178993"/>
		<updated>2026-04-05T02:10:07Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Void */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others.&lt;br /&gt;
&lt;br /&gt;
 Void psyfocus - see [[Meditation Psyfocus Bonus]] until this page is updated}}&lt;br /&gt;
{{Quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
'''Psyfocus''' is a medium-term limitor of [[psycast]] usage. Psyfocus can be regenerated by meditating.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psyfocus is a value ranging from 0% to 100%, obtained by any pawn with a [[psylink]]. Every [[psycast]] immediately consumes a certain percentage of psyfocus. All psyfocus costs are the same for every caster, and unlike [[neural heat]], these costs cannot be bypassed. &lt;br /&gt;
&lt;br /&gt;
Higher level psycasts require a minimum amount of psyfocus to be cast, regardless of their psyfocus cost:&lt;br /&gt;
* Level 3-4 psycasts require a minimum of 25% psyfocus&lt;br /&gt;
* Level 5-6 psycasts require a minimum of 50% psyfocus&lt;br /&gt;
&lt;br /&gt;
=== Degradation ===&lt;br /&gt;
In addition to spending it to use psycasts, psyfocus naturally falls a certain amount per day. The amount depends on current psyfocus:&lt;br /&gt;
* Below 25% psyfocus, the psyfocus falls at 3.5% per day,&lt;br /&gt;
* Between 25 and 50%, it falls at 5.5% per day&lt;br /&gt;
* Above 50%, it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
== Meditation ==&lt;br /&gt;
With a few exceptions, psyfocus can only be gained through '''meditation'''. &lt;br /&gt;
&lt;br /&gt;
Pawns gain a base rate of +50% psyfocus per full day, or +2.08% per hour, of pure meditation. Meditation foci further improve these rates by their listed strength. For example, a wall with the ''Minmalist'' focus increases psyfocus gain by +22%/day, for a total of 72% psyfocus per day. Meditation also counts as Solitary recreation.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with gizmo on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[schedule]]d for &amp;quot;''Anything''&amp;quot;. Meditation can also be performed while scheduled to Recreation or Meditation, where the gizmo does not impact when pawns meditate.&lt;br /&gt;
&lt;br /&gt;
The rate of psyfocus gain from meditation can further be increased in the following ways:&lt;br /&gt;
* Using [[Wake-up]] increases the psyfocus gain from meditation by {{+|20%}} per day for the [[Wake-up#Wake-up high|duration of its high]].&lt;br /&gt;
* The [[Psy-meditative]] persona trait grants an additional {{+|10%}} psyfocus gain per day of meditation, while the weapon is held in hand.&lt;br /&gt;
* Each [[psychofluid pump]]{{BiotechIcon}} increases {{+|5%}} psyfocus per day of meditation from a completed [[deathrest]], up to a maximum of {{+|20%}} from 4 pumps. This bonus lasts until the next deathrest.&lt;br /&gt;
* [[Psy-sensitive]] and [[Super psy-sensitive]] genes{{BiotechIcon}} increase psyfocus gain per meditation day by {{+|10%}} and {{+|20%}} respectively. Note that these genes are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation psyfocus gain is therefore a non-tribal pawn meditating to a legendary sculpture surrounded by 8 other masterwork sculptures, wielding a Psy-meditative persona weapon, while high on wake-up, having deathrested with 4 psychofluid pumps and with the super psy-sensitive gene. This results in a psyfocus gain per day of meditation of {{#expr:50 + 44 + 10 + 20 + 20 + 20}}% or {{#expr:(50 + 44 + 10 + 20 + 20 + 20)/24 round 1}}% per hour.&lt;br /&gt;
&lt;br /&gt;
== List of meditation foci ==&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br/&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br/&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.06)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psyfocus#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Void monolith]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}%  &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Harbinger tree]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}%  &lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Holding platform]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}%  &lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic ritual spot]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +8%&lt;br /&gt;
| {{#expr: (0.5+0.08)/0.24 round 1}}%  &lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
== Meditation types ==&lt;br /&gt;
=== Natural ===&lt;br /&gt;
----&lt;br /&gt;
Required: Most tribal Childhood [[Backstories]], including the Tribe Child backstory for any [[children]]{{BiotechIcon}} raised in a [[New Tribe]] start.&amp;lt;br/&amp;gt;Note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[{{Q|Anima tree|Image}}|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of +28%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles increases it by +1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[{{Q|Animus stone|Image}}|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of +34%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles have no effect. Up to 4 additional stones can affect one stone. Like the [[anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius (be aware that this is 7 tiles beyond the displayed range for the indicator). Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is +42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5 &lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[{{Q|Small nature shrine|Image}}|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of +22%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Small nature shrines do not give a bonus to animus stones. Like the all natural foci, its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the small nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +30% bonus, but the player would be wasting animus stone bonuses.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[{{Q|Large nature shrine|Image}}|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of +30%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Large nature shrines do not give a bonus to animus stones. Like the all natural foci, its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the large nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +38% bonus, but the player would be wasting animus stone bonuses. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Morbid ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal (Trait)|Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[{{Q|Grave|Image}}|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of +6%. This increases by +10% if the grave is full, and a further +10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional +1%, or +2% if full, for a maximum bonus of +8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[{{Q|Sarcophagus|Image}}|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of +10%. This increases by +10% if the sarcophagus is full, and a further +10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional +1%, or +2% if full, for a maximum bonus of +8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
----&lt;br /&gt;
Required: Must have a '''non'''-Tribal childhood backstory. Must '''not''' have the [[Ascetic]] trait.{{Check Tag|Any other lockouts?|Traits page claims that multiple other traits (Jealous, for example) will remove this meditation type. Add info here or remove incorrect info there.}}&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]] / [[Large sculpture]] / [[Grand sculpture]] / [[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[{{Q|Small sculpture|Image}}|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that is dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of +28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of +16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[{{Q|Large stele|Image}}|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of +15%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[{{Q|Grand stele|Image}}|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of +18%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Ascetic]]&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]]s can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[{{Q|Wall|Image}}|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of +22%. No other modifiers exist for walls as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Pyromaniac]]&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[{{Q|Brazier|Image}}|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of +0% in their unlit state. This increases by +15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[{{Q|Campfire|Image}}|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of +0% in their unlit state. This increases by +12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +2%, for a maximum bonus of +16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[{{Q|Torch lamp|Image}}|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of +0% in their unlit state. This increases by +10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +1%, for a maximum bonus of +8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Void ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Void fascination]], [[Inhumanized]]&lt;br /&gt;
&lt;br /&gt;
Void meditation was added with the Anomaly DLC and is used by pawns who have either become inhumanized or have the Void Fascination trait.&lt;br /&gt;
&lt;br /&gt;
'''[[Void monolith]]:'''&lt;br /&gt;
[[{{Q|Void monolith|Image}}|64px|left|link=Void monolith]][[File: Void_Monolith_Awakened_Valid_Meditation_Spots.png|thumb|right|128px|Valid meditation spot positions for the Awakened monolith]]&lt;br /&gt;
The void monolith has a base Meditation Focus Strength of +30%. When the monolith is in it's &amp;quot;fallen monolith&amp;quot; state (3x3 as shown in the left image), a [[meditation spot]] placed with any part of the monolith within its radius will allow a pawn to use it as a focus object, however once the monolith is in its later stages (Awakened, 5x5) only the 3 squares directly in front of the monolith will allow the pawn to meditate with it as the focus object (see image on right). It appears that no other modifiers exist for the void monolith as they do for other foci.{{Check Tag|Fact Check Needed}} &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Harbinger tree]]:'''&lt;br /&gt;
[[{{Q|Harbinger tree|Image}}|64px|left|link=Harbinger tree]]&lt;br /&gt;
Harbinger trees have a base Meditation Focus Strength of +14%. It appears that no other modifiers exist for harbinger trees as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Holding spot]]:'''&lt;br /&gt;
[[{{Q|Holding spot|Image}}|64px|left|link=Holding spot]]&lt;br /&gt;
Holding spots loaded with a captured [[entity]] have a base Meditation Focus Strength of +16%. The type of entity captured has no affect on this modifier. Empty spots do not offer any meditation focus. It appears that no other modifiers exist for holding spot as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Holding platform]]:'''&lt;br /&gt;
[[{{Q|Holding platform|Image}}|64px|left|link=Holding platform]]&lt;br /&gt;
Holding platforms loaded with a captured [[entity]] have a base Meditation Focus Strength of +16%. The type of entity captured has no affect on this modifier. Empty platforms do not offer any meditation focus. It appears that no other modifiers exist for holding platforms as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Psychic ritual spot]]:'''&lt;br /&gt;
[[{{Q|Psychic ritual spot|Image}}|64px|left|link=Psychic ritual spot]]&lt;br /&gt;
Psychic ritual spots have a base Meditation Focus Strength of +8%. For each [[Void sculpture|void sculpture]] in range of the ritual spot, +2% meditation focus is added. This is independent of sculpture quality and stacks up to 6 sculptures. Similarly, for each [[Shard beacon|shard beacon]] in range of the ritual spot, a further +2% meditation focus is added. This can be stacked up to 4 times. Neither the void sculpture nor the shard beacon need to be in range of the meditation spot for the bonus to be in effect, they only have to affect the ritual spot.&lt;br /&gt;
Therefore the maximum psyfocus strength to be acquired from a psychic ritual spot is +28% and requires the ritual spot to be surrounded by 6 void sculptures of any quality and 4 shard beacons. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dignified ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]] / [[Grand meditation throne]]:'''&lt;br /&gt;
[[{{Q|Meditation throne|Image}}|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of +15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by +8%.&lt;br /&gt;
&lt;br /&gt;
Psyfocus gain is further affected by a room's [[impressiveness]], as seen below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line| xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%)|x=0, 30, 60, 100, 170, 200|y=-5, 0, 4, 8, 10, 10|xAxisMin = 0 |  xAxisMax = 200|  yAxisMin = -5 | yAxisMax = 12 |xGrid = |yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' The room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will give less than +4% psyfocus.&lt;br /&gt;
&lt;br /&gt;
The dignified meditation focus has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&lt;br /&gt;
&lt;br /&gt;
== Other ways to increase psyfocus ==&lt;br /&gt;
Other than meditation, the following methods will increase a pawn's psyfocus:&lt;br /&gt;
* Using [[Go-juice]] instantly refills a psycaster's psyfocus by 15%.&lt;br /&gt;
* [[Ideoligion]] [[rituals]] {{IdeologyIcon}} can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes.{{Check Tag|Detail|Specific terms, mechanics, details etc. E.g. what outcomes specifically?}} .&lt;br /&gt;
* The [[Kill-focused]] persona trait grant an instant 20% psyfocus on killing an enemy. Note that psyfocus is gained for directly killing a pawn. This includes killing wild animals, downed hostiles, friendly NPCs, colonists, and even [[Animals#Slaughtering|slaughtering]] colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so. Age and body size do not affect this rate. Excess colony animals, especially from rapidly-breeding animals such as [[chicken]]s, can thus be turned into into massive psyfocus gain, allowing continuous use of utility psycasts such as [[Word of inspiration]] or [[Word of trust]] or high cost combat options such as [[Berserk pulse]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Just claimed artificial structures don't affect nature focus objects.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Psyfocus ritual reward does not recharge psyfocus to max.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal [[babies]]{{BiotechIcon}} becoming [[children]]{{BiotechIcon}} get natural meditation focus.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard_beacon&amp;diff=178992</id>
		<title>Shard beacon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard_beacon&amp;diff=178992"/>
		<updated>2026-04-05T02:06:10Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{About|the building that improves [[psychic rituals]]|the building that improves [[containment]]|Shard inhibitor}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Shard beacon&lt;br /&gt;
| image = Shard beacon.png&lt;br /&gt;
| description = A shard of dark archotechnology mounted on a bioferrite pedestal. The shard, focused by the bioferrite, shapes nearby dark psychic flows. When placed near a psychic ritual spot, it improves the ritual quality.&amp;lt;br&amp;gt;A ritual can benefit from up to four shard beacons.&lt;br /&gt;
| type = Building &lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| hp = 100&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| work to make = 1000&lt;br /&gt;
| research = Advanced psychic rituals&lt;br /&gt;
| deconstructyieldfraction = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Shard beacons''' are buildings added by the [[Anomaly DLC]] that improve the quality of [[psychic rituals]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Void focus mediation bonus to spots}}&lt;br /&gt;
[[File:Psychic ritual spot radii.jpg|200px|thumb|left|The sterile tile radius denotes all valid placements for shard beacons, note that it is not the same as the displayed radius]]&lt;br /&gt;
Each beacon within 10 tiles of a [[psychic ritual spot]] provides an {{+|8%}} bonus to [[psychic ritual quality]], up to a maximum of {{+|32%}} with the four closest beacons. Note that each beacon can affect multiple psychic ritual spots.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section =1|reason=Worked examples with math would be valuable}}&lt;br /&gt;
Shard beacons represent a significant improvement to the efficacy of [[psychic rituals]], making them much more efficient for a one-time investment. Any colony making frequent use of rituals should invest in beacons eventually.&lt;br /&gt;
&lt;br /&gt;
The primary concern is the cost of a [[shard]] per beacon. Shards can be in short supply even when encountered regularly as they have a number of powerful uses. When to invest becomes a balancing act that depends on the focus of a colony - a colony using rituals as soon as they leave cooldown may build beacons as soon as they have infused a couple of [[ghoul]]s, while less frequent users can stand to delay for other infrastructure  especially if they have particularly [[psychic sensitivity|psychically sensitive]] invokers to make up the short fall.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_sculpture&amp;diff=178991</id>
		<title>Void sculpture</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_sculpture&amp;diff=178991"/>
		<updated>2026-04-05T02:05:48Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= Category/ies}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| type = Art&lt;br /&gt;
| image = Void sculpture a.png&lt;br /&gt;
| description = An unsettling sculpture made from bioferrite. The psychic properties of bioferrite enhance the quality of any psychic rituals performed nearby.&amp;lt;br/&amp;gt;Up to six void sculptures can connect to a psychic ritual spot. &lt;br /&gt;
| hp = 90&lt;br /&gt;
| market value = &amp;lt;!-- GenericMarketSellable = false | Tradeability = None --&amp;gt;&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| beauty = 60&lt;br /&gt;
| cover = .35&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| styledominance = 10&lt;br /&gt;
| production facility 1 = Art bench&lt;br /&gt;
| work to make = 24000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| has quality = True&lt;br /&gt;
| tradeTags = Art&lt;br /&gt;
| research = Void sculptures&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Void sculptures''' are [[sculpture]]s added by the [[Anomaly DLC]] that enhance the quality of [[psychic rituals]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Void sculptures can also drop from destroyed [[flesh sack]]s,{{AnomalyIcon}} with a ~ 1.17% chance of appearing.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Void focus mediation bonus to spots}}&lt;br /&gt;
[[File:Psychic ritual spot radii.jpg|thumb|left|The sterile tile radius denotes all valid placements for void sculptures, note that it is not the same as the displayed radius]]&lt;br /&gt;
Void sculptures provide a bonus to the [[psychic ritual quality|quality]] of [[psychic rituals]] when placed within range of the [[psychic ritual spot]] used. &lt;br /&gt;
&lt;br /&gt;
The bonus to ritual quality scales with the quality of the sculpture as follows:&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
! [[Psychic Ritual Quality]] Offset&lt;br /&gt;
|-&lt;br /&gt;
! Awful&lt;br /&gt;
| {{+|1%}}&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| {{+|1%}}&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| {{+|2%}}&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| {{+|2%}}&lt;br /&gt;
|-&lt;br /&gt;
! Excellent&lt;br /&gt;
| {{+|3%}}&lt;br /&gt;
|-&lt;br /&gt;
! Masterwork&lt;br /&gt;
| {{+|3%}}&lt;br /&gt;
|-&lt;br /&gt;
! Legendary&lt;br /&gt;
| {{+|5%}}&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
Up to 6 sculptures can be linked to a single spot, for a hypothetical limit of {{+|30%}} with all legendaries.&lt;br /&gt;
&lt;br /&gt;
If more than 6 sculptures are nearby, the sculptures nearest to the psychic ritual spot will be selected, not the sculptures with the highest quality.&lt;br /&gt;
&lt;br /&gt;
Void sculptures have the Artistic mediation psyfocus type.  It's Meditation psyfocus bonus uses the same mechanics and values as regular [[sculpture]]s.  However Void sculptures do not add to the bonus for additional nearby sculptures for either Void or regular sculptures, while regular sculptures do for both.{{Check Tag|Focus strength?}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Value proposition, when to build etc}}&lt;br /&gt;
Because a ritual spot can only have 6 void sculptures linked to it, it is important to maximize quality. Provided enough high-quality sculptures, it is possible to reach the cap of 100% ritual quality, dramatically improving the outcome of the ritual.&lt;br /&gt;
&lt;br /&gt;
Note that traders will not buy void sculptures, so if you're going to mass-produce them in order to maximize quality, it is recommended to deconstruct low-quality sculptures to reduce bioferrite loss.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Possible variants of void sculptures&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
File:Void_sculpture_a.png | Variant A&lt;br /&gt;
File:Void_sculpture_b.png | Variant B&lt;br /&gt;
File:Void_sculpture_c.png | Variant C&lt;br /&gt;
File:Void_sculpture_d.png | Variant D&lt;br /&gt;
File:Void_sculpture_e.png | Variant E&lt;br /&gt;
File:Void_sculpture_f.png | Variant F&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
Categories here.&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_ritual_spot&amp;diff=178990</id>
		<title>Psychic ritual spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_ritual_spot&amp;diff=178990"/>
		<updated>2026-04-05T02:05:07Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{About|the psychic ritual spot from the [[Anomaly DLC]]|the ideoligious ritual spot from the [[Ideology DLC]]|ritual spot}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Psychic ritual spot&lt;br /&gt;
| image = Psychic ritual spot.png&lt;br /&gt;
| description = A spot for performing psychic rituals. Rituals can only be cast if the area around the ritual spot is unobstructed.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| facilities = Shard beacon, Void sculpture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = standable&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 3 ˣ 3&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| work to make = 0&lt;br /&gt;
| research = Void provocation&lt;br /&gt;
| page verified for version = &lt;br /&gt;
| room role = Ceremonial chamber&lt;br /&gt;
}}&lt;br /&gt;
A '''Psychic ritual spot''' is a building added by the [[Anomaly DLC]]. It allows the player's colonists to commune with the void for [[psychic rituals]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Psychic ritual spots do not require a colonist to construct or [[deconstruct]], nor is there a cost, build time, or [[skill]] requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player. On top of the spot itself, the surrounding tiles must also be free of any structures that would obstruct pawns or prevent them from standing there to place, and the ritual spot itself will not be usable if such obstructions are placed afterwards.&lt;br /&gt;
&lt;br /&gt;
It is unlocked via the Void Provocation dark research.  &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Void focus mediation}}&lt;br /&gt;
[[File:Psychic ritual spot radii.jpg|thumb|left|The sterile tile radius denotes all valid placements for [[void sculpture]]s and [[shard beacon]]s, note that it is not the same as the displayed radius]]&lt;br /&gt;
The Psychic ritual spot is used in performing all Psychic Rituals, which are unlocked from Anomaly research. Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. [[Ghoul]]s and Psychically Deaf pawns cannot be a participant '''nor''' the target of a ritual.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the [[Chronophagy]] ritual, where they cannot be the Invoker nor the target.&lt;br /&gt;
&lt;br /&gt;
The quality of any ritual is based on the following factors.&lt;br /&gt;
&lt;br /&gt;
* The [[psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases  logarithmically up to a maximum of  {{+|25%}} at 281% sensitivity.&lt;br /&gt;
* The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.&lt;br /&gt;
* The number '''and''' [[Quality]] of any nearby [[void sculpture]]s, up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.&lt;br /&gt;
* The number of nearby [[shard beacon]]s. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.&lt;br /&gt;
* Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)&lt;br /&gt;
&lt;br /&gt;
The psychic ritual spot has a Void meditation type base 8% increased by 2% per shard beacon max 4 beacons, and 2% per void sculpture max 6 sculptures for at most 28% Meditation psyfocus bonus.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Holding_spot&amp;diff=178989</id>
		<title>Holding spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Holding_spot&amp;diff=178989"/>
		<updated>2026-04-05T02:04:40Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General }}&lt;br /&gt;
{{See also|Holding platform}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Holding spot&lt;br /&gt;
| image = Holding spot.png&lt;br /&gt;
| description = A spot for holding dangerous entities. Not as good as a steel holding platform, but a lot better than nothing.&amp;lt;br /&amp;gt;Downed entities can be secured at a holding spot where they can be studied. Increase containment strength by building strong walls and doors, and other special containment devices.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| buildingTags = Anomaly&lt;br /&gt;
| sowTag = SupportPlantsOnly&lt;br /&gt;
| can place over impassable plant = false&lt;br /&gt;
| ai_chill destination = false&lt;br /&gt;
| wake dormant pawns on construction = false&lt;br /&gt;
| artificial for meditation purposes = false&lt;br /&gt;
| passability = standable&lt;br /&gt;
| cover = 0&lt;br /&gt;
| terrain affordance needed = Light&lt;br /&gt;
| size = 3 * 3&lt;br /&gt;
&amp;lt;!-- statBases --&amp;gt;&lt;br /&gt;
| sell price factor = 0.70&lt;br /&gt;
| meditation psyfocus bonus = 0&lt;br /&gt;
| hp = 0&lt;br /&gt;
| work to make = 0&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| focus types = Void&lt;br /&gt;
| occupied meditation psyfocus bonus offset = 0.16&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| facility = Electroharvester, Electric inhibitor, Shard inhibitor, Bioferrite harvester&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| containment factor = 0.7&lt;br /&gt;
| min monolith level = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = HoldingSpot&lt;br /&gt;
| label = holding spot&lt;br /&gt;
| thingClass = Building_HoldingPlatform&lt;br /&gt;
| category = Building&lt;br /&gt;
| drawerType = RealtimeOnly &amp;lt;!-- Prevents items clipping into it --&amp;gt;&lt;br /&gt;
| resourceReadoutPriority = &lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| scatterableOnMapGen = false&lt;br /&gt;
| inspectorTabs = ITab_Entity&lt;br /&gt;
| descriptionHyperlinks = [[Electroharvester]], [[Electric inhibitor]], [[Shard inhibitor]], [[Bioferrite harvester]]&lt;br /&gt;
| designationCategory = Anomaly&lt;br /&gt;
&amp;lt;!-- graphicData --&amp;gt;&lt;br /&gt;
| texPath = Things/Building/HoldingSpot&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| drawSize = (3, 3)&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
  &amp;lt;ThingDef ParentName=&amp;quot;HoldingPlatformBase&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;soundImpactDefault&amp;gt;BulletImpact_Metal&amp;lt;/soundImpactDefault&amp;gt;&lt;br /&gt;
    &amp;lt;repairEffect&amp;gt;Repair&amp;lt;/repairEffect&amp;gt;&lt;br /&gt;
    &amp;lt;leaveResourcesWhenKilled&amp;gt;true&amp;lt;/leaveResourcesWhenKilled&amp;gt;&lt;br /&gt;
    &amp;lt;filthLeaving&amp;gt;Filth_RubbleBuilding&amp;lt;/filthLeaving&amp;gt;&lt;br /&gt;
    &amp;lt;containedPawnsSelectable&amp;gt;true&amp;lt;/containedPawnsSelectable&amp;gt;&lt;br /&gt;
    &amp;lt;tickerType&amp;gt;Normal&amp;lt;/tickerType&amp;gt;&lt;br /&gt;
    &amp;lt;uiOrder&amp;gt;100&amp;lt;/uiOrder&amp;gt;&lt;br /&gt;
    &amp;lt;canOverlapZones&amp;gt;true&amp;lt;/canOverlapZones&amp;gt;&lt;br /&gt;
    &amp;lt;defaultPlacingRot&amp;gt;North&amp;lt;/defaultPlacingRot&amp;gt;&lt;br /&gt;
  &amp;lt;/ThingDef&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| room role = Containment cell&lt;br /&gt;
}}&lt;br /&gt;
'''Holding spots''' are [[spot]]s added by the [[Anomaly DLC]] that allow for the [[containment]] of some [[entities]].&lt;br /&gt;
&lt;br /&gt;
They can be considered the basic counterpart to the more advanced [[holding platform]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Holding spots do not require a colonist to construct or [[deconstruct]], nor is there a cost, build time, or [[skill]] requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Void focus mediation}}&lt;br /&gt;
{{Recode|section=1|reason=#Ask for what entities can be held here vs must be held on a platform}}&lt;br /&gt;
{{See also|Containment}}&lt;br /&gt;
Holding spots can be used to contain [[entities]]. To do this, an entity must be [[downed]] or otherwise capturable, then brought into the spot. A holding spot provides {{Bad|x70%}} [[containment]] when compared to a [[holding platform]].&lt;br /&gt;
&lt;br /&gt;
Each additional holding spot or platform in a room inflicts a roughly {{--|10%}} exponential cumulative penalty to all holding platforms in the same room. &amp;lt;!-- The cumulative remaining containment percentage of x platforms is roughly given by the exponential curve of y=111*e^(-.11*x), but I am unsure of how to present this information in a pretty and accurate manner and I've been at this edit for over two hours primarily trying to find out this info and I need to stop looking at spreadsheets... -Vilobion --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Holding spots can be useful as temporary entity containment before a [[holding platform]] can be built. They can also be suitable for entities that are permanently [[downed]] or unable to break out, such as a [[toughspike]] with both legs destroyed, as extra containment score for them is not required, although containment will still improve study rate.&lt;br /&gt;
&lt;br /&gt;
Since holding spots can be deconstructed instantly, a potential strategy is to build holding spots in combat locations, then deconstruct them to unleash [[entities]] on raiders. Due to the difficulty of capturing and containing entities in large numbers, do not expect them to handle raiders on their own. Using [[deadlife dust]] to ressurect dead entities is a safer, less tedious, and more effective way of using entities to the colony's advantage.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Holding_platform&amp;diff=178988</id>
		<title>Holding platform</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Holding_platform&amp;diff=178988"/>
		<updated>2026-04-05T02:04:15Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General also formatting and format standsrd}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Holding platform&lt;br /&gt;
| image = Holding platform.png&lt;br /&gt;
| description = A platform for holding dangerous entities. The corners have eyelets where strong chains can be attached.&amp;lt;br/&amp;gt;Downed entities can be captured and secured on a holding platform, where they can be studied for Anomaly knowledge. Increase containment strength by building strong walls and doors, and other special containment devices.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 30&lt;br /&gt;
&amp;lt;!-- statBases --&amp;gt;&lt;br /&gt;
| sell price factor = 0.70&lt;br /&gt;
| meditation psyfocus bonus = 0&lt;br /&gt;
| hp = 500&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| mass base = 30&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
&amp;lt;!-- Meditation --&amp;gt;&lt;br /&gt;
| focus types = Void&lt;br /&gt;
| occupied meditation psyfocus bonus offset = 0.16&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| buildingTags = Anomaly&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| terrain affordance needed = Medium&lt;br /&gt;
| size = 3 * 3&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| facility = Electroharvester, Electric inhibitor, Shard inhibitor, Bioferrite harvester&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Entity containment&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| containment factor = 1&lt;br /&gt;
| min monolith level = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = HoldingPlatform&lt;br /&gt;
| label = holding platform&lt;br /&gt;
| thingClass = Building_HoldingPlatform&lt;br /&gt;
| category = Building&lt;br /&gt;
| drawerType = RealtimeOnly &amp;lt;!-- Prevents items clipping into it --&amp;gt;&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thingCategories = BuildingsMisc&lt;br /&gt;
| inspectorTabs = ITab_Entity&lt;br /&gt;
| descriptionHyperlinks = [[Electroharvester]], [[Electric inhibitor]], [[Shard inhibitor]], [[Bioferrite harvester]]&lt;br /&gt;
| designationCategory = Anomaly&lt;br /&gt;
&amp;lt;!-- graphicData --&amp;gt;&lt;br /&gt;
| texPath = Things/Building/HoldingPlatform/HoldingPlatform&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| drawSize = (3, 3)&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
  &amp;lt;ThingDef ParentName=&amp;quot;HoldingPlatformBase&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;soundImpactDefault&amp;gt;BulletImpact_Metal&amp;lt;/soundImpactDefault&amp;gt;&lt;br /&gt;
    &amp;lt;repairEffect&amp;gt;Repair&amp;lt;/repairEffect&amp;gt;&lt;br /&gt;
    &amp;lt;leaveResourcesWhenKilled&amp;gt;true&amp;lt;/leaveResourcesWhenKilled&amp;gt;&lt;br /&gt;
    &amp;lt;filthLeaving&amp;gt;Filth_RubbleBuilding&amp;lt;/filthLeaving&amp;gt;&lt;br /&gt;
    &amp;lt;containedPawnsSelectable&amp;gt;true&amp;lt;/containedPawnsSelectable&amp;gt;&lt;br /&gt;
    &amp;lt;tickerType&amp;gt;Normal&amp;lt;/tickerType&amp;gt;&lt;br /&gt;
    &amp;lt;uiOrder&amp;gt;100&amp;lt;/uiOrder&amp;gt;&lt;br /&gt;
    &amp;lt;canOverlapZones&amp;gt;false&amp;lt;/canOverlapZones&amp;gt;&lt;br /&gt;
    &amp;lt;defaultPlacingRot&amp;gt;North&amp;lt;/defaultPlacingRot&amp;gt;&lt;br /&gt;
  &amp;lt;/ThingDef&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| room role = Containment cell&lt;br /&gt;
}}&lt;br /&gt;
'''Holding platforms''' are [[buildings]] added by the [[Anomaly DLC]] that allow for the [[containment]] of some [[entities]].&lt;br /&gt;
&lt;br /&gt;
They can be considered the upgraded form of the [[holding spot]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Void focus mediation}}&lt;br /&gt;
=== Formula ===&lt;br /&gt;
Below is the formula for containment strength without any modifiers. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
|-&lt;br /&gt;
| Containment strength = Current Average Door {{HP}} + Current Average Wall HP + (Average Light Level (%) * 100/10) (ɪꜰ[Active [[shard inhibitor]] ] {{--|20}} ᴇʟꜱᴇ +0) - electric(-10) inhibitor - active bioferrite harvester(-15) - electroharvesters(-25)&lt;br /&gt;
|}&lt;br /&gt;
Where current HP is the HP accounting for any damage to the building.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The holding platform is the more advanced version of the [[holding spot]], providing {{Good|x142%}} more [[containment]], which in turn reduces escape chance and improves study rate. The extra containment can help counteract the penalty from [[bioferrite harvester|harvesting]] [[electroharvester|resources]] from entities.&lt;br /&gt;
&lt;br /&gt;
When making a holding cell, it is also important to keep in mind the walls and doors of the room. It is recommended to keep platforms in rooms surrounded by [[stone]] walls or better. A room out of a mountain is a very cheap way to boost containment. Multiple entities can be contained within the same room at the cost of weakening the containment strength. Lowering the [[temperature]] will also inhibit certain types of enities ([[fleshbeast]]s, [[shambler]]s, [[ghoul]]s) while not boosting the escape rate of any other entity.&lt;br /&gt;
&lt;br /&gt;
=== Containing entities without proper containment level ===&lt;br /&gt;
If an entity has enough brain damage, gets both/all of its legs/moving body parts destroyed, or otherwise loses enough of its [[moving]] or [[consciousness]] to permanently [[down]] it, the escape interval reduces to &amp;quot;never&amp;quot;. This allows you to safely store the entity anywhere, as long as it can't regenerate permanent damage. As such, this strategy won't work with [[ghoul]]s, but will work with nearly any [[fleshbeast]], [[sightstealer]], and [[noctol]], with all of them allowing you to gain effectively infinite research, [[bioferrite]] and, in some cases, [[power]] at no cost. Some entities will eventually die if used with an [[electroharvester]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=178987</id>
		<title>Harbinger tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=178987"/>
		<updated>2026-04-05T02:01:20Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Needs more detail on what causes new trees to spawn; there seems to be a link to current monolith level, rather than being entirely random. Skulls? Also reports thaf nonfresh provide nonprogress despite being consumed by the tree}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Harbinger tree&lt;br /&gt;
| image = Harbinger tree.png&lt;br /&gt;
| description = A gnarled tree that grows a flesh-like covering around a bioferrite skeleton. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow.&amp;lt;br&amp;gt;The tree can be harvested for twisted meat and bioferrite.&amp;lt;br&amp;gt;In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 230&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| beauty outdoors = -10&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| sow work = 400&lt;br /&gt;
| harvest work = 1000&lt;br /&gt;
| product = Bioferrite&lt;br /&gt;
| yield = 15&lt;br /&gt;
| min fertility = 0.50&lt;br /&gt;
| fertility sensitivity = 0.50&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| livesin_temperateforest = 0&lt;br /&gt;
| livesin_temperateswamp = 0&lt;br /&gt;
| livesin_tropicalrainforest = 0&lt;br /&gt;
| livesin_tropicalswamp = 0&lt;br /&gt;
| livesin_aridshrubland = 0&lt;br /&gt;
| livesin_desert = 0&lt;br /&gt;
| livesin_borealforest = 0&lt;br /&gt;
| livesin_coldbog = 0&lt;br /&gt;
| livesin_tundra = 0&lt;br /&gt;
}}&lt;br /&gt;
The '''harbinger tree''' is a [[tree]] added by the [[Anomaly DLC]] that consumes [[meat]] and [[corpse]]s to fuel their own growth. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Harbinger trees can spawn randomly from an event after activating the [[void monolith]], spawned by the [[void provocation]] psychic ritual, or can be planted via a [[harbinger seed]] which can be acquired as a [[quest]] reward or bought from traders.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Void focus mediation}}&lt;br /&gt;
Harbinger trees consume [[corpse]]s, [[meat]], and [[skull]]s placed around them. They can eat both rotten and fresh corpses, as well as all forms of raw meat (including [[insect meat|insect]], [[human meat|human]], [[twisted meat|twisted]]). Harbinger trees will not consume [[pemmican]] or [[meals]] of any type.&lt;br /&gt;
&lt;br /&gt;
Items fed to the harbinger tree are covered in fleshy roots, although this effect is merely cosmetic; they can still freely be hauled away or picked up. Every {{ticks|5000}}, valid targets within the tree's consumption radius will be partially consumed:&lt;br /&gt;
* Corpses will have random body parts digested, and will eventually be destroyed when no parts remain. All gear worn by consumed corpses is destroyed alongside them, similar to [[Electric crematorium|cremation]].&lt;br /&gt;
* Meat will simply be destroyed outright, with anywhere between 4-12 meat being consumed in any given interval.&lt;br /&gt;
&lt;br /&gt;
Harbinger trees will consume nutrition even during their resting period. Growth rate is increased by 150% while the tree actively consuming something, regardless of the quantity or variety of targets. Its consumption radius increases as it grows, linearly interpolated from 3.9 tiles at or below 15% growth to 5.9 tiles at or above 85% growth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Create Corpse Stockpile.png|frameless|none]] || When you select a harbinger tree, a UI button for creating a corpse stockpile appears.&lt;br /&gt;
&lt;br /&gt;
This button creates a [[dumping stockpile]] around the tree, within the consumption radius of the tree.&lt;br /&gt;
&lt;br /&gt;
By default, it accepts almost all corpses, whether fresh or rotten:&lt;br /&gt;
* Human corpses, except [[unnatural corpse]]s&lt;br /&gt;
* Animal corpses&lt;br /&gt;
* Entity corpses&lt;br /&gt;
* [[Drone]] {{OdysseyIcon}} corpses (despite not being able to be digested by harbinger trees)&lt;br /&gt;
By default, it does not accept:&lt;br /&gt;
* [[Mechanoid]] corpses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When fully grown and harvested, harbinger trees provide {{Icon Small|Twisted meat||30}} [[twisted meat]] and a base amount of {{Icon Small|Bioferrite||15}} [[bioferrite]]. Trees that are destroyed through other means will still yield twisted meat, but no bioferrite. Twisted meat yield scales linearly with the tree's growth progress and is unaffected by [[AI_Storytellers#Economy|harvest yield]] modifiers from difficulty or a pawn's individual [[Plant Harvest Yield]], but the amount of bioferrite harvested is affected by both.&lt;br /&gt;
&lt;br /&gt;
Harbinger trees are not dangerous in any way and, despite their flavor text, do not cause any events or phenomena beyond consuming corpses and meat.&lt;br /&gt;
&lt;br /&gt;
Despite both being [[dendrovore]]s, [[thrumbo]]s will not eat harbinger trees, while [[alphabeaver]]s will.&lt;br /&gt;
&lt;br /&gt;
Lastly, Harbinger trees do not require sunlight to survive.&lt;br /&gt;
&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
Each harbinger tree tracks the nutrition it has consumed, setting a random growth threshold between 70 and 100 nutrition upon first creation. When a tree reaches its threshold, it will immediately spawn a new sapling, regardless of whether the original tree is fully grown. Its total consumed nutrition is then reset to 0, and its threshold is rerolled. This can be used to build large forests of harbinger trees to destroy corpses and gain resources. Note that rotten and desiccated corpses have 0 nutrition and thus do not contribute to the spawning of new trees. As a result, waiting too long to dispose of the corpses from a raid can lead to a massive loss of potential nutrition.&lt;br /&gt;
&lt;br /&gt;
A fresh adult human corpse with no missing body parts will provide a harbinger tree 5.2 nutrition, meaning that between 13.46 and 19.23 corpses are needed for each new harbinger tree. A single piece of meat has a nutrition of 0.05, requiring between 1,400 and 2,000 meat total to spawn a new tree. The new tree will attempt to spawn near the one that created it, but it will appear elsewhere on the map if a nearby tile is not available. The closest a new tree will spawn is within 4 orthogonal tiles of the original. The new tree will not spawn within 2 tiles of a wall but can spawn adjacent to player-placed floors.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Harbinger trees provide a low-tech, resource-free way to get rid of corpses without using fire or an [[electric crematorium]]. No labor is required except for that which is required to haul the corpses to the tree itself. Tribal or low-tech settlements may find it useful for reducing the number of potential [[shambler]]s on the map if a [[death pall]] occurs; while shamblers can still reanimate from corpses in the process of being consumed, they will often be weakened due to missing body parts that will not regenerate upon reanimation.&lt;br /&gt;
&lt;br /&gt;
Later on, harbinger trees can be used as a source of [[twisted meat]] for mid- and late-game recipes like the [[juggernaut serum]] without having to fight and butcher dangerous entities like [[fleshbeast]]s. It is impractical to farm harbinger trees using meat farmed from ranching or hunting, although colonies experiencing massive raids may be able to meet their serum production needs off the yield from harbinger trees alone. A single [[fleshmass nucleus]] produces significantly more twisted meat in a more consistent manner, but requires regular suppression and defeating a [[fleshmass heart]] to acquire.&lt;br /&gt;
&lt;br /&gt;
Typical growth times and daily bioferrite yield for an unfed harbinger tree can be found below:&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
Keeping the harbinger tree well-fed will dramatically increase overall yield. The fastest theoretical growth time - attainable by planting a harbinger tree on rich soil and feeding it constantly - would be {{#expr: {{#var:RGD}} / (((1.4-1)*{{#var:FS}}) + 1) / 1.5 round 2}} days, for a total yield of {{Icon Small|Bioferrite||{{#expr: {{Q|Harbinger tree|Harvest Yield Per Day (140)}} * 1.5}} bioferrite per day}} and {{Icon Small|Twisted meat||{{#expr: {{Q|Harbinger tree|Harvest Yield Per Day (140)}} * 3}} twisted meat per day}}. &amp;lt;!-- Twisted meat yields are equal to twice the bioferrite yield, so this just uses ((1.5 * 2) * yield) for simplicity's sake --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Harbinger growth.png|'''Each stage of Harbinger tree's growth cycle including a chopped stump. Note that a neighboring tree immediately starts consuming the dropped [[Twisted meat]].'''&lt;br /&gt;
File:Harbinger_1.png|'''A freshly planted harbinger tree, with the corpse stockpile and consumption radius.'''&lt;br /&gt;
File:Harbinger_Hare.png|'''Harbinger tree consuming the desiccated corpse of a hare.'''&lt;br /&gt;
File:Harbinger_Rotten2.png|'''Harbinger tree consuming the rotten corpse of a turkey and a tortoise.'''&lt;br /&gt;
File:Harbinger_Meat.png|'''Harbinger tree consuming two stacks of muffalo meat.'''&lt;br /&gt;
File:Harbinger_25_Meat.png|'''Harbinger tree at 25% growth consuming a stack of muffalo meat.'''&lt;br /&gt;
File:Harbinger feeding.png|'''Harbinger tree consuming a variety corpses and displaying the small blood splats effect'''&lt;br /&gt;
File:Harbinger feeding big splats.png|'''Harbinger tree now displaying the large blood splats part of the animation'''&lt;br /&gt;
File:Harbinger chopped.png||'''The chopped stump of a fully grown Harbinger tree'''&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;
* 1.5.4083 — Harbinger trees now give bioferrite instead of wood when harvested.&lt;br /&gt;
* 1.5.4104 — Fix: Harbinger tree provocation not working on ambient horror mode.&lt;br /&gt;
* ? &amp;lt;!-- Unknown but likely when BF was added to the tree - but CHECK don't assume --&amp;gt; - Description changed from ''{{Hover title|A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow. In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.|&amp;quot;[...] a flesh-like covering. [...]&amp;quot;}}'' changed to ''{{Hover title|A gnarled tree that grows a flesh-like covering around a bioferrite skeleton. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow. The tree can be harvested for twisted meat and bioferrite. In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.|&amp;quot;[...] a flesh-like covering around a bioferrite skeleton. [...] The tree can be harvested for twisted meat and bioferrite. [...]&amp;quot;}}''.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=178986</id>
		<title>Psyfocus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=178986"/>
		<updated>2026-04-05T01:54:10Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Void */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others.&lt;br /&gt;
&lt;br /&gt;
 Void psyfocus - see [[Meditation Psyfocus Bonus]] until this page is updated}}&lt;br /&gt;
{{Quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
'''Psyfocus''' is a medium-term limitor of [[psycast]] usage. Psyfocus can be regenerated by meditating.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psyfocus is a value ranging from 0% to 100%, obtained by any pawn with a [[psylink]]. Every [[psycast]] immediately consumes a certain percentage of psyfocus. All psyfocus costs are the same for every caster, and unlike [[neural heat]], these costs cannot be bypassed. &lt;br /&gt;
&lt;br /&gt;
Higher level psycasts require a minimum amount of psyfocus to be cast, regardless of their psyfocus cost:&lt;br /&gt;
* Level 3-4 psycasts require a minimum of 25% psyfocus&lt;br /&gt;
* Level 5-6 psycasts require a minimum of 50% psyfocus&lt;br /&gt;
&lt;br /&gt;
=== Degradation ===&lt;br /&gt;
In addition to spending it to use psycasts, psyfocus naturally falls a certain amount per day. The amount depends on current psyfocus:&lt;br /&gt;
* Below 25% psyfocus, the psyfocus falls at 3.5% per day,&lt;br /&gt;
* Between 25 and 50%, it falls at 5.5% per day&lt;br /&gt;
* Above 50%, it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
== Meditation ==&lt;br /&gt;
With a few exceptions, psyfocus can only be gained through '''meditation'''. &lt;br /&gt;
&lt;br /&gt;
Pawns gain a base rate of +50% psyfocus per full day, or +2.08% per hour, of pure meditation. Meditation foci further improve these rates by their listed strength. For example, a wall with the ''Minmalist'' focus increases psyfocus gain by +22%/day, for a total of 72% psyfocus per day. Meditation also counts as Solitary recreation.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with gizmo on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[schedule]]d for &amp;quot;''Anything''&amp;quot;. Meditation can also be performed while scheduled to Recreation or Meditation, where the gizmo does not impact when pawns meditate.&lt;br /&gt;
&lt;br /&gt;
The rate of psyfocus gain from meditation can further be increased in the following ways:&lt;br /&gt;
* Using [[Wake-up]] increases the psyfocus gain from meditation by {{+|20%}} per day for the [[Wake-up#Wake-up high|duration of its high]].&lt;br /&gt;
* The [[Psy-meditative]] persona trait grants an additional {{+|10%}} psyfocus gain per day of meditation, while the weapon is held in hand.&lt;br /&gt;
* Each [[psychofluid pump]]{{BiotechIcon}} increases {{+|5%}} psyfocus per day of meditation from a completed [[deathrest]], up to a maximum of {{+|20%}} from 4 pumps. This bonus lasts until the next deathrest.&lt;br /&gt;
* [[Psy-sensitive]] and [[Super psy-sensitive]] genes{{BiotechIcon}} increase psyfocus gain per meditation day by {{+|10%}} and {{+|20%}} respectively. Note that these genes are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation psyfocus gain is therefore a non-tribal pawn meditating to a legendary sculpture surrounded by 8 other masterwork sculptures, wielding a Psy-meditative persona weapon, while high on wake-up, having deathrested with 4 psychofluid pumps and with the super psy-sensitive gene. This results in a psyfocus gain per day of meditation of {{#expr:50 + 44 + 10 + 20 + 20 + 20}}% or {{#expr:(50 + 44 + 10 + 20 + 20 + 20)/24 round 1}}% per hour.&lt;br /&gt;
&lt;br /&gt;
== List of meditation foci ==&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br/&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br/&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.06)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psyfocus#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Void monolith]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}%  &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Harbinger tree]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}%  &lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Holding platform]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}%  &lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic ritual spot]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +8%&lt;br /&gt;
| {{#expr: (0.5+0.08)/0.24 round 1}}%  &lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
== Meditation types ==&lt;br /&gt;
=== Natural ===&lt;br /&gt;
----&lt;br /&gt;
Required: Most tribal Childhood [[Backstories]], including the Tribe Child backstory for any [[children]]{{BiotechIcon}} raised in a [[New Tribe]] start.&amp;lt;br/&amp;gt;Note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[{{Q|Anima tree|Image}}|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of +28%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles increases it by +1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[{{Q|Animus stone|Image}}|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of +34%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles have no effect. Up to 4 additional stones can affect one stone. Like the [[anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius (be aware that this is 7 tiles beyond the displayed range for the indicator). Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is +42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5 &lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[{{Q|Small nature shrine|Image}}|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of +22%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Small nature shrines do not give a bonus to animus stones. Like the all natural foci, its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the small nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +30% bonus, but the player would be wasting animus stone bonuses.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[{{Q|Large nature shrine|Image}}|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of +30%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Large nature shrines do not give a bonus to animus stones. Like the all natural foci, its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the large nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +38% bonus, but the player would be wasting animus stone bonuses. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Morbid ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal (Trait)|Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[{{Q|Grave|Image}}|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of +6%. This increases by +10% if the grave is full, and a further +10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional +1%, or +2% if full, for a maximum bonus of +8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[{{Q|Sarcophagus|Image}}|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of +10%. This increases by +10% if the sarcophagus is full, and a further +10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional +1%, or +2% if full, for a maximum bonus of +8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
----&lt;br /&gt;
Required: Must have a '''non'''-Tribal childhood backstory. Must '''not''' have the [[Ascetic]] trait.{{Check Tag|Any other lockouts?|Traits page claims that multiple other traits (Jealous, for example) will remove this meditation type. Add info here or remove incorrect info there.}}&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]] / [[Large sculpture]] / [[Grand sculpture]] / [[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[{{Q|Small sculpture|Image}}|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that is dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of +28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of +16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[{{Q|Large stele|Image}}|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of +15%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[{{Q|Grand stele|Image}}|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of +18%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Ascetic]]&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]]s can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[{{Q|Wall|Image}}|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of +22%. No other modifiers exist for walls as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Pyromaniac]]&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[{{Q|Brazier|Image}}|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of +0% in their unlit state. This increases by +15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[{{Q|Campfire|Image}}|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of +0% in their unlit state. This increases by +12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +2%, for a maximum bonus of +16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[{{Q|Torch lamp|Image}}|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of +0% in their unlit state. This increases by +10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +1%, for a maximum bonus of +8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Void ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Void fascination]], [[Inhumanized]]&lt;br /&gt;
&lt;br /&gt;
Void meditation was added with the Anomaly DLC and is used by pawns who have either become inhumanized or have the Void Fascination trait.&lt;br /&gt;
&lt;br /&gt;
'''[[Void monolith]]:'''&lt;br /&gt;
[[{{Q|Void monolith|Image}}|64px|left|link=Void monolith]][[File: Void_Monolith_Awakened_Valid_Meditation_Spots.png|thumb|right|128px|Valid meditation spot positions for the Awakened monolith]]&lt;br /&gt;
The void monolith has a base Meditation Focus Strength of +30%. When the monolith is in it's &amp;quot;fallen monolith&amp;quot; state (3x3 as shown in the left image), a [[meditation spot]] placed with any part of the monolith within its radius will allow a pawn to use it as a focus object, however once the monolith is in its later stages (Awakened, 5x5) only the 3 squares directly in front of the monolith will allow the pawn to meditate with it as the focus object (see image on right). It appears that no other modifiers exist for the void monolith as they do for other foci.{{Check Tag|Fact Check Needed}} &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Harbinger tree]]:'''&lt;br /&gt;
[[{{Q|Harbinger tree|Image}}|64px|left|link=Harbinger tree]]&lt;br /&gt;
Harbinger trees have a base Meditation Focus Strength of +14%. It appears that no other modifiers exist for harbinger trees as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Holding platform]]:'''&lt;br /&gt;
[[{{Q|Holding platform|Image}}|64px|left|link=Holding platform]]&lt;br /&gt;
Holding platforms loaded with a captured [[Entities|entity]] have a base Meditation Focus Strength of +16%. The type of entity captured has no affect on this modifier. [[Holding spot|Holding spots]] work identically. Empty platforms/spots do not offer any meditation focus. It appears that no other modifiers exist for holding platforms as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Psychic ritual spot]]:'''&lt;br /&gt;
[[{{Q|Psychic ritual spot|Image}}|64px|left|link=Psychic ritual spot]]&lt;br /&gt;
Psychic ritual spots have a base Meditation Focus Strength of +8%. For each [[Void sculpture|void sculpture]] in range of the ritual spot, +2% meditation focus is added. This is independent of sculpture quality and stacks up to 6 sculptures. Similarly, for each [[Shard beacon|shard beacon]] in range of the ritual spot, a further +2% meditation focus is added. This can be stacked up to 4 times. Neither the void sculpture nor the shard beacon need to be in range of the meditation spot for the bonus to be in effect, they only have to affect the ritual spot.&lt;br /&gt;
Therefore the maximum psyfocus strength to be acquired from a psychic ritual spot is +28% and requires the ritual spot to be surrounded by 6 void sculptures of any quality and 4 shard beacons. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dignified ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]] / [[Grand meditation throne]]:'''&lt;br /&gt;
[[{{Q|Meditation throne|Image}}|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of +15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by +8%.&lt;br /&gt;
&lt;br /&gt;
Psyfocus gain is further affected by a room's [[impressiveness]], as seen below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line| xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%)|x=0, 30, 60, 100, 170, 200|y=-5, 0, 4, 8, 10, 10|xAxisMin = 0 |  xAxisMax = 200|  yAxisMin = -5 | yAxisMax = 12 |xGrid = |yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' The room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will give less than +4% psyfocus.&lt;br /&gt;
&lt;br /&gt;
The dignified meditation focus has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&lt;br /&gt;
&lt;br /&gt;
== Other ways to increase psyfocus ==&lt;br /&gt;
Other than meditation, the following methods will increase a pawn's psyfocus:&lt;br /&gt;
* Using [[Go-juice]] instantly refills a psycaster's psyfocus by 15%.&lt;br /&gt;
* [[Ideoligion]] [[rituals]] {{IdeologyIcon}} can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes.{{Check Tag|Detail|Specific terms, mechanics, details etc. E.g. what outcomes specifically?}} .&lt;br /&gt;
* The [[Kill-focused]] persona trait grant an instant 20% psyfocus on killing an enemy. Note that psyfocus is gained for directly killing a pawn. This includes killing wild animals, downed hostiles, friendly NPCs, colonists, and even [[Animals#Slaughtering|slaughtering]] colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so. Age and body size do not affect this rate. Excess colony animals, especially from rapidly-breeding animals such as [[chicken]]s, can thus be turned into into massive psyfocus gain, allowing continuous use of utility psycasts such as [[Word of inspiration]] or [[Word of trust]] or high cost combat options such as [[Berserk pulse]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Just claimed artificial structures don't affect nature focus objects.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Psyfocus ritual reward does not recharge psyfocus to max.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal [[babies]]{{BiotechIcon}} becoming [[children]]{{BiotechIcon}} get natural meditation focus.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=178985</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=178985"/>
		<updated>2026-04-05T01:53:43Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Creepjoiner traits */&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;
&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;
Only humans have traits. Most humans have 1-3 traits, with the possibility of an &amp;quot;extra&amp;quot; sexuality trait. Adults cannot gain new traits, and there is no way to remove traits.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} usually only have a number of traits no higher than the number of [[growth moment]]s they have reached, and babies have none. Children can attain a new trait every time they reach a new growth moment (birthdays 7, 10, and 13).&lt;br /&gt;
&lt;br /&gt;
=== Trait acquisition ===&lt;br /&gt;
&lt;br /&gt;
When a human is generated, it acquires traits according to this process:&lt;br /&gt;
&lt;br /&gt;
* First, the pawn gains any traits that its &amp;quot;pawn kind&amp;quot; requires. ''For example, the titular mechanitor{{BiotechIcon}} of [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario always has the [[Recluse]] trait.''&lt;br /&gt;
* Second, if the pawn is being generated for a quest, it gains any traits required by the quest. ''For example, the imperiled noble from the [[Quests#Noble_Wimp|Noble Wimp]]{{RoyaltyIcon}} quest always has the [[Wimp]] trait.''&lt;br /&gt;
* Traits from the pawn's [[backstories]] are then acquired, unless they would conflict with the pawn's &amp;quot;pawn kind&amp;quot;. ''For example, a pawn with a backstory composed of the [[Backstories/Tribal_Child|Cave Child]] childhood and the [[Backstories/Tribal_Adult|Scout]] adulthood would have the [[Undergrounder]] and [[Jogger]] traits. However, a hypothetical backstory that grants the Brawler trait will not grant it if the pawn is a &amp;quot;tribal archer&amp;quot;, as that pawn kind specifically prohibits the Brawler trait.''&lt;br /&gt;
* A trait count limit is chosen, based on the pawn's age. [[Babies]]{{BiotechIcon}} and [[children]] under seven years of age have a limit of 0 traits; children with 7-9 birthdays, 1 trait; children with 10-12 birthdays, 1-2 traits; and anyone older, 1-3 traits, with no bias towards any particular number. If the pawn's current number of traits is lower than the trait limit, each 'missing' trait is filled in by a random trait, weighed based on each trait's commonality. The randomly gained traits cannot be any of the following:&lt;br /&gt;
** Any sexuality trait ([[Asexual]], [[Bisexual]], or [[Gay]])&lt;br /&gt;
** [[Wimp]], but only if the pawn is from a [[faction]] hostile to the player's faction&lt;br /&gt;
** Any that the pawn already has&lt;br /&gt;
** Any that conflict with a trait the pawn already has&lt;br /&gt;
** Any prohibited by the pawn's &amp;quot;pawn kind&amp;quot; or backstories&lt;br /&gt;
** Any that would disable a work type required by the pawn's &amp;quot;pawn kind&amp;quot;&lt;br /&gt;
** Any that requires a work type disabled for the pawn&lt;br /&gt;
** Any that would cause the pawn's minor [[mental break threshold]] to rise above 50%&lt;br /&gt;
* If the pawn is at least 13 years old, their sexuality is then determined. If the pawn has any romantic or ex-romantic relationship with someone of the same gender, they acquire the Gay trait. Otherwise, they may be Asexual, Bisexual, Gay, or straight (which is not a trait, merely an absence of the three sexuality traits). The random choice is weighted by each sexuality trait's commonality, or in the case of 'straight/no sexuality trait', weighted by the sum commonality of every non-sexuality trait that the pawn does not currently have. Note that since the [[Biotech DLC]] adds two traits with non-zero commonalities, sexuality traits are marginally rarer if Biotech is enabled.&lt;br /&gt;
* Afterward, the pawn's [[xenotype]]{{BiotechIcon}} (if any) is determined. If [[Traits#Trait-affecting_genes|certain genes]] are present, this can affect the pawn's trait set, either adding or suppressing traits.&lt;br /&gt;
* If the [[Scenario_system#Voluntary_parts|starting scenario forces any traits]], the pawn gains any such traits. The &amp;quot;Forced trait&amp;quot; scenario part can be configured to apply to all pawns in the game, only the player's starting pawns, or only non-player pawns; it can also be configured to have a chance to trigger per pawn between 0-100%.&lt;br /&gt;
* Finally, if the pawn is a [[creepjoiner]],{{AnomalyIcon}} it gains any traits granted by its benefit and/or downside.&lt;br /&gt;
&lt;br /&gt;
=== Starting possessions ===&lt;br /&gt;
{{Move|section=1|destination = Pawn selection|reason=While some of this info can likely be kept in this page, most of it should move to [[Game_Creation|Pawn selection]] once that page has been created}}&lt;br /&gt;
Certain traits may influence the initial possessions of your colonists in the Pawn selection menu (either for [[Game_Creation|creating a new game]] or [[Endings#Colony_End|selecting new colonists after a game over]]). Unless you have chosen the [[Scenario_system#Default_Scenarios|Naked Brutality]] start scenario or used the Scenario Editor to add the &amp;quot;no possessions&amp;quot; scenario part, each such colonist may have up to two possessions in their inventory. A stack of items counts as 1 possession. Possessions for each colonist are generated in the following order, ending prematurely if the colonist has two possessions:&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s{{AnomalyIcon}} never have possessions.&lt;br /&gt;
* [[Babies]]{{BiotechIcon}} have between 30-40 units of baby food.&lt;br /&gt;
* If the colonist is addicted to a drug, they have enough of the drug to satiate the addiction for roughly 25-35 days.&lt;br /&gt;
* If the colonist has a [[Genes#Drugs|genetic drug dependency]],{{BiotechIcon}} they have enough of the drug to satiate the dependency for roughly 25-35 days.&lt;br /&gt;
* If the colonist has [[hemogenic]] gene,{{BiotechIcon}} they have 8-12 [[hemogen pack]]s.&lt;br /&gt;
* If the colonist has an adulthood backstory that can grant possessions, there is a 25% chance for them to have those possessions. Note that, should a backstory be capable of granting multiple possessions, this process will still stop once the colonist has two possessions, and the backstory's possessions are always granted in the order they are defined in the backstory.&lt;br /&gt;
* '''Traits are accounted for only after all the above steps have been performed'''. There is a 25% chance for a colonist to receive possessions based on their [[Traits#Trait-affecting_genes|non-suppressed traits]]. As with backstories, it is possible for this step to stop midway through once the colonist has two possessions; possessions are always granted in the order the traits present themselves, and per-trait they are granted in the order they are defined in the trait. ''For example, a pawn with the Psychopath trait has a 25% chance to gain a skull and a heart, but a pawn who already has a prior stack of [[flake]] due to a flake addiction would have a 25% chance to only gain a skull.''&lt;br /&gt;
* If the colonist still has less than two possessions, there is a 6% chance for them to have a random possession. The list of possible possessions is lengthy, but does not include every possible item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Trait-affecting genes ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Certain genes can modify a pawn's traits, either by forcing a trait to be added or suppressing a trait. Forced traits function as normal, though they are visible in the pawn's Bio tab in pale blue text. Suppressed traits do not have any effects, but are still visible in the pawn's Bio tab in dark grey text.&lt;br /&gt;
&lt;br /&gt;
If a forced trait would ordinarily conflict with non-genetically forced trait(s) the pawn already has, the latter is/are suppressed. If it would ordinarily conflict with genetic trait(s) the pawn already has, the latter is/are removed. If a trait-granting gene is removed, the trait will also be removed (unless the pawn already has the trait independent of genes); this un-suppresses any traits it had suppressed which are not suppressed by another gene or trait, and restores any genetically-forced traits that were removed by that gene and which do not conflict with any other trait the pawn has (including suppressed traits). This almost always leads to intuitive results, with one exception: if a pawn has the psychically hyper/sensitive trait, also has the psychically dull/deaf gene in their germline (e.g. due to being a [[Yttakin]]), and then has the other psychic sensitivity trait gene in their xenogenes... removal of the xenogene will remove the trait it forces, but it will also not result in the restoration of the other gene's trait and will not un-suppress the psychically hyper/sensitive trait.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Tooltip&lt;br /&gt;
! Effect on traits&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! [[Pyrophobia]]&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.&lt;br /&gt;
| {{Bad|Suppresses}} the [[Pyromaniac]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Kind instinct]]&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
| {{Up|Forces}} the [[Kind]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Inbred]]&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.&lt;br /&gt;
| {{Up|Forces}} the [[Slow learner]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychically deaf]]&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power. &lt;br /&gt;
| {{Up|Forces}} the [[Psychically deaf]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychically dull]]&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others. &lt;br /&gt;
| {{Up|Forces}} the [[Psychically dull]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Delicate]]&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
| {{Up|Forces}} the [[Delicate]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Extra pain]]&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| ''Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
| {{Up|Forces}} the [[Wimp]] trait&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General traits ==&lt;br /&gt;
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both &amp;quot;ascetic&amp;quot;, wanting a minimal bedroom, ''and'' &amp;quot;jealous&amp;quot; of those with better bedrooms).&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle ===&lt;br /&gt;
One likes what one likes...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I've been in the dark for a while. I don't like it.|label=Darkness|value=-5|stack=1}} penalty from being in the dark&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I feel much better at night.|label=Night owl at night|value=+16|stack=1}} if awake during night (23:00 - 06:00)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like working during the day.|label=Night owl in daytime|value=-10|stack=1}} if awake during day (11:00 - 18:00)&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| 1.3&lt;br /&gt;
| 5-10 [[wake-up]]&lt;br /&gt;
|- id=&amp;quot;Undergrounder&amp;quot;&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I've been in the dark for a while. I don't like it.|label=Darkness|value=-5|stack=1}} penalty from being in the dark&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No [[Outdoors]] or Space [[need]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Added [[Indoors (need)|Indoors]] need&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I like working or simply being indoors.|label=Undergrounder indoors|value=+3|stack=1}} when indoors / {{Thought|desc=I love working or simply being in the underground.|label=Underground|value=+4|stack=1}} when underground&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like being outside. I want to get back to the underground.|label=Undergrounder outdoors|value=-3|stack=1}} when outdoors&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.2&lt;br /&gt;
| 30-60 [[raw fungus]]&lt;br /&gt;
|- id=&amp;quot;Nudist&amp;quot;&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| {{Thought|desc=I'm nude and loving it! I feel so free and unconstrained and in touch with my surroundings!|label=Happily nude|value=+20|stack=1}} when naked&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a nudist but I have to wear these clothes. It's not unbearable - but I still feel constrained and uncomfortable.|label=Constraining clothes|value=-3|stack=1}} mood penalty for wearing any apparel, except headgear and [[utility]] items&lt;br /&gt;
{{Good|+}} ''':''' No {{--|10}} [[opinion]] loss of someone who has any uncovered body parts {{IdeologyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{Thought|desc=Ow... heh heh heh... I could get used to this!/Ughhh... it hurts, but I love it! Keep it coming!/Ouch... I think something's broken... but what an exquisite feeling!/Ahhh... am I in heaven?|label=masochist in pain|value=+5|value2=+10|value3=+15|value4=+20}} for being in a minor/serious/intense/mind-shattering [[pain]], replacing default {{--|5}}/{{--|10}}/{{--|15}}/{{--|20}} and {{+|3}}{{+|5}}{{+|7}}{{+|9}} from [[Ideoligion#Pain|Pain:Idealized]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The straps press in and calm my soul.|label=Masochist body strapped|value=+3|stack=1}} while wearing a [[slave body strap]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Such restrictive discomfort... delightful.|label=Masochist collared|value=+2|stack=1}} while wearing a [[slave collar]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Negates all mood effects for both [[Ideoligion#Skullspike|Skullspike:Desired and Disapproved]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Negates the {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=Fed on by OTHER|value=-5|stack=1}} penalty and {{--|20}} [[opinion]] malus from being fed on by a [[Bloodfeeder]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| [[#Wimp|Wimp]]&lt;br /&gt;
| 0.5&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; id=&amp;quot;Body modder&amp;quot;&lt;br /&gt;
! Body modder&lt;br /&gt;
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.&lt;br /&gt;
| {{Thought|desc=This artificial enhancement is cool. I want more./Two artificial enhancements are better than one. I wish I had more./Three artificial enhancements, and my weak human flesh is receding. But I still want more machine power./Four artificial enhancements and I am becoming more than human. But there's still some flesh that needs replacing./Five artificial enhancements! How could an enhanced being like me ever feel sad?/I asked for this.|label=body modder pleased|value=+4|value2=+7|value3=+9|value4=+11|value5=+12|value6=+13}} for having [[artificial body parts]] and [[xenogenes]].{{BiotechIcon}} Each artificial body part grants 1 stage, and having any xenogenes also grants 1 stage.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Flesh is so limiting. I wish I had some kind of artificial body part.|label=Body modder frustrated|value=-4|stack=1}} if lacking any artificial body parts or xenogenes{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} opinion of other pawns per artificial body part they have, capped at {{+|40}}. Any number of xenogenes{{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| 0.9&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Body purist&amp;quot;&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.&lt;br /&gt;
| {{Thought|desc=I hate having this unnatural enhancement. I feel filthy!/Two artificial enhancements are sullying my natural, pure body. It makes me sick to think of it./Three artificial enhancements violate my body's pure flesh. I shudder when I think of it... and these objects shudder with me./I have four artificial enhancements; it's like I'm becoming a robot. What a horrifying sensation./Five artificial enhancements... Is there anything left of me? Or am I just a robot that thinks it's human?/I asked for the exact opposite of this!|label=body purist squeamish|value=-10|value2=-15|value3=-20|value4=-25|value5=-30|value6=-35}} for having [[artificial body parts]] and [[xenogenes]].{{BiotechIcon}} Each artificial body part grants 1 stage, and having any xenogenes also grants 1 stage.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|8}} opinion of other pawns per artificial body part they have, capped at {{--|40}}. Any number of xenogenes{{BiotechIcon}} counts as one artificial body part.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a body purist; I would never take luciferium by choice. But I was forced! I feel unclean.|label=Forced to take luciferium|value=-20|stack=1|duration=6}} when administered [[luciferium]] and {{--|30}} opinion of the doctor who did the operation for 120 days. Despite the description of this thought, body purists can administer luciferium to themselves and do not lose mood for doing so.&lt;br /&gt;
| [[#Body modder|Body modder]]&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Gourmand&amp;quot;&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.&lt;br /&gt;
| {{+|4}} [[Cooking]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' So long as there is &amp;gt;10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{++|50%}} hunger rate&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Food binges randomly occur with an MTB of 50 days&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1-3 [[fine meal]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1}} penalty&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=My bedroom is just how I want it to be. Very humble and simple./My bedroom is just how I want it to be. Very humble and simple./My bedroom is very humble and simple. I like it.|label=Ascetic has awful-mediocre bedroom|value=+5|value2=+4|value3=+3|stack=1}} for having an [[Impressiveness|Awful/Dull/Mediocre]] bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like having an impressive bedroom.|label=Ascetic has impressive bedroom|value=-5|stack=1}} for having a [[Impressiveness|Somewhat Impressive]] or better bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; '''+/- :''' Mood not affected by quality of [[meal]], including [[raw food]], [[nutrient paste meal]]s, [[baby food]]{{BiotechIcon}}, and any form of [[twisted meat]]{{AnomalyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Minimal|Minimal]] meditation focus type{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' Loses the [[Psyfocus#Artistic|Artistic]] meditation focus type, if they had it{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Greedy|Greedy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gourmand|Gourmand]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greedy&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.&lt;br /&gt;
| {{Thought|desc=I'm greedy. I want a really impressive bedroom.|label=Greedy for impressive bedroom|value=-8|stack=1}} for not having a bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm greedy. My room is pathetic! I want a really impressive bedroom./I'm greedy. My room isn't nearly good enough. I want a really impressive bedroom./I'm greedy. My room isn't good enough. I want a really impressive bedroom./I'm greedy. My room isn't quite good enough. I want a really impressive bedroom.|label=Greedy for impressive bedroom|value=-8|value2=-8|value3=-6|value4=-4|stack=1}} for having an [[Impressiveness|Awful/Dull/Mediocre]] bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 1&lt;br /&gt;
| 10-20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| {{Thought|desc=I need to have the best one!|label=Jealous of OTHER's bedroom|value=-8|stack=1}} for not having the most [[Impressiveness|impressive]] bedroom.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Greedy|Greedy]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyromaniac&amp;quot;&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. S/He will never extinguish fires, and will occasionally go on random fire starting sprees. S/He will be happy around flames, and happier when wielding an incendiary weapon.&lt;br /&gt;
| {{Thought|desc=It makes me think of flame and fire. I can't wait to use it.|label=Pyromaniac has incendiary weapon|value=+2|stack=1}} while wielding a weapon from the following list: [[incendiary launcher]], [[molotov cocktails]], [[plasmasword]],{{RoyaltyIcon}} [[persona plasmasword]],{{RoyaltyIcon}}[[flamebow]],{{BiotechIcon}} [[hellcat rifle]],{{AnomalyIcon}} [[incinerator]],{{AnomalyIcon}} or [[unique weapons]]{{OdysseyIcon}} with certain traits.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; {{Thought|desc=The searing heat will make my foes beautiful!|label=Used flame weapon|value=+8|stack=1|duration=0.33}} mood bonus for using a flame weapon either directly on a visible, non-downed enemy of the player faction who is not in a fogged region of the map, or attacking with it when such a pawn is in range of the attack anyways. This includes any weapon from the list above except for the {{AnomalyIcon}}hellcat rifle.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}}: grants 1 stack per [[fire]] or lit building capable of having a 'fire overlay' ([[torch lamp]], [[campfire]], [[blood torch]],{{BiotechIcon}} [[darktorch]],{{IdeologyIcon}} [[fungus darktorch]],{{IdeologyIcon}} [[effigy]],{{IdeologyIcon}} [[pyre]],{{IdeologyIcon}} [[sacrificial flag]],{{IdeologyIcon}} [[brazier]],{{RoyaltyIcon}} or [[darklight brazier]]{{IdeologyIcon}}{{RoyaltyIcon}}) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Extreme break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-20%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Flame]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.8&lt;br /&gt;
| [[Molotov cocktails]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;10-20 [[chemfuel]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{Good|+}} ''':''' Negates all mood penalties for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], or Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Harvests an organ, Executes a prisoner, or {{BiotechIcon}}Kills a child&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I enjoy wearing the suffering of others./This will scare them. All will know my power./The faces on my clothes aren't smiling, but they make *me* happy./The flesh! The flesh signals my triumph!|label=Human leather APPAREL_NAME|value=+2|value2=+4|value3=+6|value4=+8|stack=1}} for wearing 1/2/3/4+ apparel items made out of human skin.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Extracting the flesh from their bodies is so bloody and satisfying.|label=Bloodlust organ harvested|value=+4|stack=1|duration=4}} on harvesting an organ.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I saw someone die! That was intense!|label=Witnessed death with bloodlust|value=+8|multi=0.75|stack=5|duration=4}} on witnessing a human death. Witnessing means being awake, sighted, and either in the same caravan as the deceased or having line of sight within 12 cells of the deceased.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I killed someone! What a rush!|label=Killed someone|value=+12|multi=0.75|stack=5|duration=4}} on killing a human.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Four times as likely to start a social fight&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| ''Requires pawn to be [[Incapable|capable of Violence]]''&lt;br /&gt;
| 0.8&lt;br /&gt;
| [[Axe]]{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Longsword]]&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; {{BiotechIcon}}Ingesting hemogen packs; or {{IdeologyIcon}}Eating meat from [[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I enjoy wearing the suffering of others./This will scare them. All will know my power./The faces on my clothes aren't smiling, but they make *me* happy./The flesh! The flesh signals my triumph!|label=Human leather APPAREL_NAME|value=+2|value2=+4|value3=+6|value4=+8|stack=1}} for wearing 1/2/3/4+ apparel items made out of human skin.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I ate a meal made from the meat of another human. So pleasurable. If only I had some fava beans and a nice chianti.|label=Cooked cannibalism|value=+15|stack=1|duration=1}} on eating a meal made with human flesh&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I ate the meat of another human, raw, like an animal. It was so... succulent.|label=Raw cannibalism|value=+20|stack=1|duration=1}} on eating raw [[human meat]] (including human corpses, although this may still trigger the {{Thought|desc=I had to eat the flesh of a dead creature without even butchering or cooking it.|label=Ate corpse|value=-12|stack=1|duration=1}} penalty)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Eats meat ([[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]) {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
| 30-60 [[human meat]]&lt;br /&gt;
|- id=&amp;quot;Psychopath&amp;quot;&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend/innocent prisoner deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing [[human leather]] or [[dread leather]]{{AnomalyIcon}}; [[Child]]{{BiotechIcon}} killing, Being in a colony with sad youngsters, Having a sad/enslaved/sick/growth vat-interred child, Not having had enough play (as a baby); {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]], or Killing innocent animals from [[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who {{BiotechIcon}}Kills a child or {{IdeologyIcon}}Kills an innocent animal ([[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]])&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No mood bonuses from: Being nuzzled, Being a bonded animal's master; {{BiotechIcon}}Being in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); {{BiotechIcon}}Teaching a child, or Taking a lesson (as a child)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Prevents bonding with animals&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[skull]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;1 [[heart]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|x10%}} [[Trap Spring Chance]]&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Shooting]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|4}} [[Melee Hit Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I hate shooting from a distance. I want to get up close and personal!|label=Brawler has ranged weapon|value=-10|stack=1}} while wielding a ranged weapon&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Disallows [[shooting]] [[passion]]s&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Disallows Shoot Frenzy [[Inspiration]]&lt;br /&gt;
| [[#Trigger-happy|Trigger-happy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Careful shooter|Careful Shooter]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Wimp|Wimp]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[knife]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tough&amp;quot;&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.&lt;br /&gt;
| {{Good|x50%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.&lt;br /&gt;
| [[#Delicate|Delicate]]&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wimp&amp;quot;&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;With the exception of [[Genies]] (who have a gene which forces the Wimp trait), hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize her/him.&lt;br /&gt;
| {{--|50%}} [[Pain Shock Threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-15%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Up|x200%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Negates [[Pain]] mood buffs from [[Ideoligion#Pain|Pain:Idealized]] ,{{IdeologyIcon}} reverting mood from pain to the default values.&lt;br /&gt;
&lt;br /&gt;
| [[#Brawler|Brawler]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Masochist|Masochist]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate {{BiotechIcon}}&lt;br /&gt;
| NAME has fragile skin and bones. She/He takes more damage than other people from the same blows.&lt;br /&gt;
| {{Bad|x115%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. Note that the [[Delicate (gene)|Delicate]] gene that can add this trait is incompatible with the [[Robust]] gene.{{BiotechIcon}} &lt;br /&gt;
| [[#Tough|Tough]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* See also [[Trigger-happy]] and [[Careful shooter]], below.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
When your colonists are ''not'' fighting for their lives...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{++|12%}} [[Mental Break Threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Nerves|Nerves spectrum traits]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn to be capable of [[Skills|Intellectual]]''&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[schematic]]&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[textbook]]&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Fast learner|Fast Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| {{Good|x50%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Tortured artist&amp;quot;&lt;br /&gt;
! Tortured artist&lt;br /&gt;
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.&lt;br /&gt;
| {{Good|50%}} chance of receiving the [[mental inspiration]] &amp;quot;[[Inspired Creativity]]&amp;quot; after a mood-caused [[mental break]] other than [[Mental_break#Catatonic_breakdown|Catatonia]] or [[Run wild]] ends.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Natural penalty from 'tortured artist' trait.|label=Tortured artist|value=-8|stack=1}} (permanent)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
NOTE: Inspirations from this trait cannot be triggered by mental breaks caused by any reason other than mood, e.g. [[psychic insanity lance]]s, [[psycasts]],{{RoyaltyIcon}} [[genes]],{{BiotechIcon}} or even randomly-induced mental breaks from other traits. [[Golden_cube#Cube_sculptures|Cube sculpting]]{{AnomalyIcon}} and [[tome]]s{{AnomalyIcon}} are the sole exceptions to this rule.&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
| 10-20 [[dye]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
So... are you new on this rimworld?...&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Can use a unique 'Kind Words' social interaction, inflicting {{Thought|desc=I've been bestowed with kind words! What a nice person!|label=Kind words|value=+5|multi=0.9|stack=10|duration=2}} and gaining {{+|15}} opinion from the recipient for 20 days. The opinion boost can stack up to 10 times from the same Kind pawn with 0.9x stacked effect multiplier (for a potential opinion bonus of up to +97.7), and up to 300 stacks can be present overall. When choosing what social interaction to perform, Kind Words has a weighting of 0.01 (as opposed e.g. to chitchat's weighting of 1.00).&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Will not Slight or Insult others&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Opinion of other pawns not changed by [[Beauty (pawn)|beauty]], Annoying voice, Creepy breathing or [[disfigurement]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Up|x200%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Abrasive|Abrasive]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Psychopath|Psychopath]]&lt;br /&gt;
| 2&lt;br /&gt;
|- id=&amp;quot;Abrasive&amp;quot;&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way.&lt;br /&gt;
| {{Bad|−}} ''':''' 2.3x as likely to Slight or Insult others&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-15%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn to be capable of [[Skills#Social|Social]]'' &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Annoying voice&amp;quot;&lt;br /&gt;
! Annoying voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| {{--|25}} [[opinion]] from non-Kind, non-[[hearing|deaf]] pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-20%}} [[Market Value]]&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Creepy breathing&amp;quot;&lt;br /&gt;
! Creepy breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| {{--|25}} [[opinion]] from non-Kind, non-[[hearing|deaf]] pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-10%}} [[Market Value]]&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Misandrist&amp;quot;&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| {{--|25}} [[opinion]] of men&lt;br /&gt;
| &lt;br /&gt;
| 0.3 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;1.7 for women&lt;br /&gt;
|- id=&amp;quot;Misogynist&amp;quot;&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| {{--|25}} [[opinion]] of women&lt;br /&gt;
| &lt;br /&gt;
| 1.7 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;0.3 for women&lt;br /&gt;
|- id=&amp;quot;Asexual&amp;quot;&lt;br /&gt;
! Asexual&lt;br /&gt;
| NAME has no sexual attraction to anyone at all.&lt;br /&gt;
| '''+/- :''' Will not have romantic relationships with people.&lt;br /&gt;
| [[#Gay|Gay]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Gay&amp;quot;&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| '''+/- :''' Will only have romantic relationships with people of the same gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.3&lt;br /&gt;
|- id=&amp;quot;Bisexual&amp;quot;&lt;br /&gt;
! Bisexual&lt;br /&gt;
| NAME is romantically attracted to both men and women.&lt;br /&gt;
| '''+/- :''' Will have romantic relationships with people from either gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gay|Gay]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Recluse&amp;quot;&lt;br /&gt;
! Recluse {{BiotechIcon}}&lt;br /&gt;
| The fewer people in NAME's faction, the happier she/he is. Being alone is best of all.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=We just denied someone's request to join us. I hope they make it.|label=Denied joining|value=-3|multi=0.75|stack=5|duration=6}} penalty from rejecting a pawn that wants to join the colony&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood based on the number of human pawns (including children, guests, and prisoners) in the colony. Humans on other maps, in caravans or inside a [[Cryptosleep casket]]/[[Transport pod]]/[[Biosculpter pod]] {{IdeologyIcon}}/[[Growth vat]] {{BiotechIcon}}/[[Gene extractor]] {{BiotechIcon}}/[[Subcore softscanner]] {{BiotechIcon}}/[[Subcore ripscanner]] {{BiotechIcon}} do not count. [[Ghoul]]s {{AnomalyIcon}} do not count.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Starting colonists in the [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario will always have this trait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Human Count !! Mood  !! Human Count !! Mood&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{Good|+12}} || 11 || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{Good|+8}} || 12 || {{--|3}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{Good|+6}} || 13 || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{Good|+4}} || 15 || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 5-10 || 0 || 16+ || {{--|8}}&lt;br /&gt;
|}&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Gay/Bisexual/Asexual sexuality traits are unique in that they are the only ones that can generate after the 3 trait limit, resulting in rare pawns with 4 traits. &lt;br /&gt;
* See also the [[#Beauty|Beauty]] category of traits, below.&lt;br /&gt;
&lt;br /&gt;
== Spectrum traits ==&lt;br /&gt;
Theses are groups of related traits, that are inter-related and grouped by degree, creating a &amp;quot;spectrum&amp;quot; of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.&lt;br /&gt;
&lt;br /&gt;
=== Drug desire ===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on [[mental break|drug binges]] independent of [[mood]]. &amp;lt;!-- Dated but important to clarify that it was previously true so reliable evidence in the past doesn't show it as wrong, just since outdated. --&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Chemical fascination&amp;quot;&lt;br /&gt;
! Chemical fascination&lt;br /&gt;
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]]: causes {{Thought|desc=I'm fascinated by drugs. I want to experience them more./I'm fascinated by drugs. I want to experience them a lot harder./I'm fascinated by drugs. I want them! More intensity!|label=Chemical hunger|value=-4|value2=-8|value3=-12|stack=1}} the longer it has gone unsatisfied, and up to {{Thought|desc=I'm fascinated by drugs, and I love satisfying my desires./I'm fascinated by drugs, and I am fully satisfied with my drug consumption.|label=Chemical satisfaction|value=+3|value2=+6|stack=1}} when satisfied&lt;br /&gt;
For [[Beer]], [[Smokeleaf joint]]s, and [[Ambrosia]] only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the [[Drug policy|Drug Policies]] tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[opinion]] of any pawns with teetotaler&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chemical interest&amp;quot;&lt;br /&gt;
! Chemical interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]]: causes {{Thought|desc=I'm interested in drugs. I want to try more./I'm interested in drugs. I want to experience a lot more./I'm interested in drugs. I want to consume drugs really badly.|label=Chemical hunger|value=-2|value2=-4|value3=-6|stack=1}} the longer it has gone unsatisfied, and up to {{Thought|desc=I'm interested in drugs. I enjoyed satisfying my desire./I'm interested in drugs. I am really satisfied with all the drugs I've gotten recently.|label=Chemical satisfaction|value=+1|value2=+3|stack=1}} when satisfied&lt;br /&gt;
For [[Beer]], [[Smokeleaf joint]]s, and [[Ambrosia]] only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the [[Drug policy|Drug Policies]] tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[opinion]] of any pawns with teetotaler&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teetotaler&amp;quot;&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.&lt;br /&gt;
| Will not go on drug binges&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Cannot be directed to take non-medical drugs unless they have a [[Genes#Alcohol dependency|genetic dependency]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a teetotaler; I would never take drugs by choice. But I was forced! I feel unclean.|label=Forced to take drugs|value=-20|stack=1|duration=6}} when administered a drug, and {{--|30}} opinion of the doctor who did the operation for 60 days.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{--|25}} [[opinion]] of any pawns with any addiction&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[opinion]] of any pawns with chemical interest&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[opinion]] of any pawns with chemical fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|5}} [[opinion]] of any pawns without the same trait or hard worker&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[opinion]] of any pawns with slothful&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|5}} [[opinion]] of any pawns without the same trait or industrious&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[opinion]] of any pawns with slothful&lt;br /&gt;
|- id=&amp;quot;Lazy&amp;quot;&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| [[Global Work Speed]] {{--|20%}}&lt;br /&gt;
|- id=&amp;quot;Slothful&amp;quot;&lt;br /&gt;
! Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task.&lt;br /&gt;
| [[Global Work Speed]] {{--|35%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed traits ===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Jogger&amp;quot;&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| [[Move speed]] {{+|0.4}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Fast walker&amp;quot;&lt;br /&gt;
! Fast walker&lt;br /&gt;
| NAME likes to be where s/he's going. S/He walks quicker than most people.&lt;br /&gt;
| [[Move speed]] {{+|0.2}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Slowpoke&amp;quot;&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever s/he goes anywhere.&lt;br /&gt;
| [[Move speed]] {{--|0.2}} {{CS}}&lt;br /&gt;
Disallows [[inspiration#Go frenzy|Go Frenzy Inspiration]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base mood ===&lt;br /&gt;
These traits affect the colonist's natural, constant mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| {{Thought|desc=Natural bonus from 'sanguine' trait.|label=Sanguine|value=+12|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HER/HIM down.&lt;br /&gt;
| {{Thought|desc=Natural bonus from 'optimist' trait.|label=Optimist|value=+6|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| {{Thought|desc=Natural penalty from 'optimist' trait.|label=Pessimist|value=-6|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| {{Thought|desc=Natural penalty from 'optimist' trait.|label=Depressive|value=-12|stack=1}} (permanent)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nerves ===&lt;br /&gt;
These traits affect the colonist's mental break threshold. Mutually exclusive with [[Too smart]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Iron-willed&amp;quot;&lt;br /&gt;
! Iron-willed&lt;br /&gt;
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|18%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Down|x25%}}&lt;br /&gt;
|- id=&amp;quot;Steadfast&amp;quot;&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|9%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Down|x50%}}&lt;br /&gt;
|- id=&amp;quot;Nervous&amp;quot;&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Up|x200%}}&lt;br /&gt;
|- id=&amp;quot;Volatile&amp;quot;&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|15%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Up|x300%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Neurotic ===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Neurotic&amp;quot;&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
|- id=&amp;quot;Very neurotic&amp;quot;&lt;br /&gt;
! Very neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|40%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|14%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting accuracy ===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
| 1 [[bolt-action rifle]]&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
| 1 [[autopistol]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} Pawn Beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| {{Up|+80%}} [[Psychic Sensitivity]]&lt;br /&gt;
| 1 [[psychic foil helmet]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| {{Up|+40%}} [[Psychic Sensitivity]]&lt;br /&gt;
| 1 [[psychic foil helmet]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| {{Down|-50%}} [[Psychic Sensitivity]]&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| {{Down|-100%}} [[Psychic Sensitivity]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Medical|Medical skill]] {{+|4}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|Randomly catches diseases independently from rest of the colony}}, with an MTB of 30 days. The caught disease is one that can be randomly acquired in the current biome, using the same weighting system as normal random disease incidents.&lt;br /&gt;
| 2-5 [[medicine]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;5-10 [[penoxycyline]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creepjoiner traits ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
These traits are never randomly assigned to pawns. They are normally found on [[creepjoiner]]s, and therefore have powerful positive or negative effects to balance out the other strengths and weaknesses creepjoiners have.&lt;br /&gt;
&lt;br /&gt;
=== Positive traits ===&lt;br /&gt;
These traits are considered benefits, to compensate whatever mysterious downside haunts the creepjoiner.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Perfect memory&amp;quot;&lt;br /&gt;
! Perfect memory&lt;br /&gt;
| NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay.&lt;br /&gt;
| Skills cannot decay&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Perfect Human&amp;quot; benefit, which also comes with the Industrious trait and a starting level of 14-18 for each skill.&lt;br /&gt;
|- id=&amp;quot;Occultist&amp;quot;&lt;br /&gt;
! Occultist&lt;br /&gt;
| NAME has deep knowledge of the twisted patterns of dark psychic energy. S/He can study unnatural entities faster than others. S/He will also periodically teach this inhuman knowledge to others when s/he gets the chance.&lt;br /&gt;
| [[Study Efficiency]] {{+|100%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Entity Study Rate]] {{+|50%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Can perform an &amp;quot;occult teaching&amp;quot; random social interactions, giving +1 dark research. This has a cooldown of 1 day; when off cooldown, it will always be the next random social interaction chosen.&lt;br /&gt;
|- id=&amp;quot;Joyous&amp;quot;&lt;br /&gt;
! Joyous&lt;br /&gt;
| NAME has the ability to make everyone feel better and inspire them to be the best version of themselves.&lt;br /&gt;
| {{+|20}} opinion from other pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;While not imprisoned or enslaved, {{+|3}} mood to all other non-prisoner colonists on the same map who are not currently in a mental break. The effect does not stack even if there are multiple Joyous pawns present. Pawns not of the player's faction cannot receive the mood buff. A Joyous pawn will not grant its mood bonus to anyone it is currently hostile to.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Joybringer&amp;quot; benefit, which precludes the &amp;quot;Disturbing&amp;quot; downside.&lt;br /&gt;
|- id=&amp;quot;Body mastery&amp;quot;&lt;br /&gt;
! Body mastery&lt;br /&gt;
| NAME doesn't have basic needs like eating, sleeping, or comfort. His/Her body is driven by some unknown mechanism, which has turned his/her eyes completely white.&lt;br /&gt;
| [[Saturation|Food]], [[Sleep]], and [[Comfort]] needs disabled.&lt;br /&gt;
* If all pawns in a [[caravan]] have either this trait, a [[circadian half-cycler]],{{RoyaltyIcon}} or the [[never sleep]] gene,{{BiotechIcon}} and they travel without animals, they don't need to [[Caravan#Caravan schedule|stop at night]].&lt;br /&gt;
Note: Because a pawn's mood is partially averaged by their needs, having less needs can render them more prone to mood swings. &amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Eyes are white&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative traits ===&lt;br /&gt;
These traits are downsides, meant to counterblance the creepjoiner's powerful benefits. Note that, unlike most other creepjoiner drawbacks, these traits are never hidden; as such, you be assured there are no other nasty surprises waiting for you.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Disturbing&amp;quot;&lt;br /&gt;
! Disturbing&lt;br /&gt;
| NAME is a peculiar person who seems fixated on horrendous ideas. Talking to him/her is often upsetting.&lt;br /&gt;
| {{Bad|-}} ''':''' Only ever selects the &amp;quot;strange chat&amp;quot; type when doing random social interactions, giving {{Thought|desc=OTHER is talking nonsense. Is s/he insane?|label=OTHER rambling|value=-2|multi=0.75|stack=20|duration=1}} to any non-[[hearing|deaf]], non-[[inhumanized]] pawns in 9.9 cells radius. Unlike most other interaction types, strange chats can be performed without an explicit recipient. Non-[[inhumanized]] recipients gain {{Bad|-3}} opinion of the initiator for 1 day. [[Talking]] capacity of 0% prevents rambling.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Disturbing&amp;quot; downside, which is precluded by the &amp;quot;Joybringer&amp;quot; benefit.&lt;br /&gt;
|- id=&amp;quot;Void fascination&amp;quot;&lt;br /&gt;
! Void fascination&lt;br /&gt;
| NAME is strangely intrigued by unnatural entities and is easily enthralled by them.&lt;br /&gt;
| {{Good|+}} ''':''' Negates all mood penalties for: Imprisoned with entity, Monster by my bed&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Such a magnificent creature. So much mystery. So much power.|label=Captured entity|value=+6|stack=1}} while there is at least one captured entity in the colony&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Extreme break|extreme mental break]] is [[Mental_break#Entity_liberator|entity liberator]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Entity liberation breaks randomly occur with an MTB of 60 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Void]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obsolete traits ==&lt;br /&gt;
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Fate&lt;br /&gt;
|- id=&amp;quot;Prosthophile&amp;quot;&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|14}} mood bonus for having a bionic body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by [[#Transhumanist|Transhumanist]]&lt;br /&gt;
|- id=&amp;quot;Prosthophobe&amp;quot;&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| {{--|10}} mood penalty for having a bionic body part&lt;br /&gt;
| body modder&lt;br /&gt;
| Replaced by [[#Body purist|Body purist]]&lt;br /&gt;
|- id=&amp;quot;Green thumb&amp;quot;&lt;br /&gt;
! Green thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| {{+|1}} mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.&lt;br /&gt;
| {{Good|+}} ''':''' No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by [[#Undergrounder|Undergrounder]]&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; &lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] bonus for having [[artificial body parts]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| Replaced by [[#Body modder|Body modder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Traits hidden as they did nothing.  &lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Brawler, prosthophile, and more added.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Teetotaller and Chemical Fascination traits added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Greedy, Jealous, Ascetic, Night Owl traits added.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Wimp trait added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Asexual trait added&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Psylink counts as an artificial part for a [[#Transhumanist|transhumanist]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed &amp;quot;''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''&amp;quot; -&amp;gt; ''&amp;quot;NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.&amp;quot;''. Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. “Wimp” trait’s pain shock threshold has been increased from 50% to 60%. [[Ascetic]]s no longer get a negative mood debuff when eating nutrient paste meals. [[Plasmasword]]s and [[persona plasmasword]]s now provide the mood bonus to [[pyromaniac]]s like other incendiary weapons.&lt;br /&gt;
* After [[Version/1.4.3542|1.4.3542]] but pre [[Version/1.5.4062|1.5.4062]] - Chemical Fascination and Interest now only randomly take beer, ambrosia and smokeleaf joints, instead of any drug &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Xenogenes]] count as artificial enhancements for [[body modder]]s and [[body purist]]s. Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix typo: &amp;quot;yielding&amp;quot; -&amp;gt; &amp;quot;wielding&amp;quot; in pyromaniac trait description.&lt;br /&gt;
* 1.5 or prior - Pyromaniac thought mood effect reduced from {{+|5}} to {{+|2}} and description changed from ''&amp;quot;It makes me think of flame and fire. I'm so happy&amp;quot;'' to ''&amp;quot;It makes me think of flame and fire. I can't wait to use it.&amp;quot;'' New thought added for using a flame weapon.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Rebalance brawler trait to offset skill more than mood - mood penalty for using ranged weapon decreased from {{--|20}} to {{--|10}}, shooting accuracy penalty increased from {{--|4}} to {{--|10}}. Added “pyro used fire weapon” thought {{+|8}} mood. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: [[Smoke launcher]], [[EMP launcher]], and [[toxbomb launcher]] were incorrectly marked as incendiary weapons for the purpose of [[pyromaniac]]s.&lt;br /&gt;
* [[Odyssey DLC]] Release- Added [[unique weapon]] traits that count as incendiary weapons for [[pyromaniac]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=178984</id>
		<title>Inhumanized</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=178984"/>
		<updated>2026-04-05T01:39:23Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: Oh its already done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in [[Skills#Animals|animals]], [[Artistic|art]], and [[Skills#Social|social]].&lt;br /&gt;
&lt;br /&gt;
== Ways to become inhumanized ==&lt;br /&gt;
Pawns from the [[Horax cult]] can spawn already inhumanized but all other pawns must acquire it elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ending ===&lt;br /&gt;
When you finish the Anomaly ending, you can choose between two different endings. If you choose the [[Endings#Ending_-_Embrace_the_Void|embrace the void]] ending, a pawn of your choosing becomes inhumanized, among other things.&lt;br /&gt;
===Inhumanization: Required===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Pawns who are part of an [[ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept and who are not inhumanized have access to the [[Mental_break#Humanity_break|humanity break]] mental break. The first mood-based mental break of non-inhumanized pawns is replaced with the humanity break, which instantly inhumanizes them (beware that [[Frenzy_inducer|frenzy inducer]] overwrites humanity break to the berserk one). Inhumanized pawns can't use the humanity break, whether they became inhumanized before or after they joined your colony. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the {{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} moodlet. Pawns who are inhumanized have the {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}} moodlet instead.&amp;lt;br/&amp;gt;&lt;br /&gt;
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a {{+|8}} mood and don't care about a lot of things that normal pawns do, making them harder to break as well.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
* [[Pain]]: {{Good|-50%}}. Note that this is an offset, not a multiplier.&lt;br /&gt;
* Nullifies all [[opinion]]s of others.&lt;br /&gt;
* Disables most [[social]] interactions.&lt;br /&gt;
* {{Good|{{Temperature|-16||delta}}}} [[Minimum comfortable temperature]]&lt;br /&gt;
* {{Bad|-12}} [[Animals skill]]&lt;br /&gt;
* {{Bad|-12}} [[Artistic|Artistic skill]]&lt;br /&gt;
* {{Bad|-12}} [[Social skill]]&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 (debuff does not affect any other '''Inhumanized''' colonists)&lt;br /&gt;
* Disables the need for beauty&lt;br /&gt;
* Disables the need for outdoors&lt;br /&gt;
* Nullifies a large number of [[thoughts]], most notably familial and bonded animal deaths, the vast majority of social interactions, and many overlapping similarities with the [[Psychopath]] trait&lt;br /&gt;
* Permanent {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}}&lt;br /&gt;
* Enables [[Psyfocus#Void|Void meditation focus]].&lt;br /&gt;
* Receives a {{Thought|desc=The truth finally comes and swallows this false world.|label=Unnatural Sky|value=+5|stack=1}} buff while in lit areas during [[unnatural darkness]], instead of the {{Thought|desc=I am suffocated under a blanket of darkness.|label=Unnatural Darkness|value=-5|stack=1}} that other pawns get. They still recieve the {{Thought|desc=The darkness is suffocating. I can't see or think!|label=Swallowed by darkness|value=-10|stack=1}} in dark areas as normal.&lt;br /&gt;
* Inhumanized pawns receive no mood debuff for eating [[twisted meat]] raw or as an ingredient in meals. Inhumanization only affects the debuffs for Twisted Meat, so such pawns will still receive the mood penalty if forced to eat Insect Meat, Human Meat, Fungus, Nutrient Paste, or other raw foods without an overriding ideological [[Precept]] or [[Gene]]. &amp;lt;!-- The Inhuman Meme comes with precepts that affect Nutrient Paste and Cannibalism by default, but the Inhumanization precept does not require the entire Inhuman Meme to be chosen to be added to an ideology. --&amp;gt;&lt;br /&gt;
It is possible to remove the hediff with the Brainwipe [[psychic ritual]].&lt;br /&gt;
&lt;br /&gt;
== Table of Nullified Thoughts == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+ Thoughts nullified by Inhumanization&lt;br /&gt;
|-&lt;br /&gt;
! Thought !! Mood Effect !! Opinion Effect !! DLC&lt;br /&gt;
|-&lt;br /&gt;
| attended concert || {{+|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| attended party || {{+|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| attended wedding || {{+|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal (name) banished || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal (name) died || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal (name) lost || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| (name)'s master&amp;lt;br/&amp;gt;master of (name) || {{+|5}}&amp;lt;br/&amp;gt;{{+|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal (name) released || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| broken up with by (name) || {{--|15}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| I butchered humanlike || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| butchered humanlike corpse || — || {{--|10}} || &lt;br /&gt;
|-&lt;br /&gt;
| cheated on by (name) || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| chitchat || — || {{+|0.66}} || &lt;br /&gt;
|-&lt;br /&gt;
| colonist banished || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| colonist banished to death || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| colonist left unburied || {{--|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| Colonist prisoner escaped || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| tainted&amp;lt;br/&amp;gt;tainted (+1)&amp;lt;br/&amp;gt;tainted (+2)&amp;lt;br/&amp;gt;tainted etc || {{--|5}}&amp;lt;br/&amp;gt;{{--|8}}&amp;lt;br/&amp;gt;{{--|11}}&amp;lt;br/&amp;gt;{{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| deep talk || — || {{+|15}} || &lt;br /&gt;
|-&lt;br /&gt;
| denied joining || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| divorced by (name) || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| had to rebuff (name) || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| failed to rescue (name) || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| got married to (name) || {{+|40}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| held concert || {{+|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| human leather&amp;lt;br/&amp;gt;human leather (+1)&amp;lt;br/&amp;gt;human leather (+2)&amp;lt;br/&amp;gt;human leather etc || {{--|2}}&amp;lt;br/&amp;gt;{{--|4}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| insulted || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| kind words || {{+|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| we butchered humanlike || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| colonist died || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| justified execution of colonist&amp;lt;br/&amp;gt;colonist euthanized&amp;lt;br/&amp;gt;colonist executed&amp;lt;br/&amp;gt;colonist organ-harvested&amp;lt;br/&amp;gt;colonist ripscanned || {{--|2}}&amp;lt;br/&amp;gt;{{--|3}}&amp;lt;br/&amp;gt;{{--|5}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| colonist's organ harvested || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| justified execution&amp;lt;br/&amp;gt;someone was euthanized&amp;lt;br/&amp;gt;someone was executed&amp;lt;br/&amp;gt;someone was organ-murdered&amp;lt;br/&amp;gt;someone was ripscanned || {{--|2}}&amp;lt;br/&amp;gt;{{--|3}}&amp;lt;br/&amp;gt;{{--|5}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| someone's organ harvested || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| innocent prisoner died || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| prisoner sold || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my aunt (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my aunt (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my brother (name) died || {{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my brother (name) lost || {{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my cousin (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my cousin (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my daughter (name) died || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my daughter (name) lost || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my father (name) died || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my father (name) lost || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my fiance (name) died || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my fiance (name) lost || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my fiancée (name) died || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my fiancée (name) lost || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my grandchild (name) died || {{--|12}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my grandchild (name) lost || {{--|12}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my grandparent (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my grandparent (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my half-sibling (name) died || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my half-sibling (name) lost || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my husband (name) died || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my husband (name) lost || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my kin (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my kin (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my lover (name) died || {{--|16}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my lover (name) lost || {{--|16}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my mother (name) died || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my mother (name) lost || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my nephew (name) died || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my nephew (name) lost || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my niece (name) died || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my niece (name) lost || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my sister (name) died || {{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my sister (name) lost || {{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my son (name) died || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my son (name) lost || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my uncle (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my uncle (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my wife (name) died || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my wife (name) lost || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| not (name)'s master&amp;lt;br/&amp;gt;not master of (name) || {{--|3}}&amp;lt;br/&amp;gt;{{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| nuzzled&amp;lt;br/&amp;gt;nuzzled || {{+|4}}&amp;lt;br/&amp;gt;{{+|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| observed corpse || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my rival (name) died || {{+|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my rival (name) lost || {{+|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my friend (name) died || {{--|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my friend (name) lost || {{--|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| prisoner banished to death || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| rebuffed by (name) || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my proposal was rejected by (name) || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| prisoner released || {{+|2}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| rescued (name) || {{+|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal given away || {{--|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| sold prisoner to slavery || — || {{--|15}} || &lt;br /&gt;
|-&lt;br /&gt;
| witnessed ally's death || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| witnessed family member's death || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| witnessed outsider's death || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| traveler died || {{--|12}} || — || {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (name) was born healthy || {{+|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my baby {BABY_nameDef} is sick&amp;lt;br/&amp;gt;my babies are sick || {{--|8}}&amp;lt;br/&amp;gt;{{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my child is in a growth vat || {{--|4}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| enslaved child || {{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| killed a child || {{--|6}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| killed a child || — || {{--|20}} || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| miscarried || {{--|12}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my birth mother (name) died || {{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my birth mother (name) lost || {{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my child {CHILD_nameDef} is happy || {{+|6}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my child {CHILD_nameDef} is unhappy || {{--|6}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my children are happy || {{+|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my children are unhappy || {{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| parent is happy || {{+|6}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| parents are happy || {{+|12}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| desperately wants to play&amp;lt;br/&amp;gt;really wants to play&amp;lt;br/&amp;gt;wants to play&amp;lt;br/&amp;gt;entertained&amp;lt;br/&amp;gt;very entertained || {{--|20}}&amp;lt;br/&amp;gt;{{--|10}}&amp;lt;br/&amp;gt;{{--|5}}&amp;lt;br/&amp;gt;{{+|5}}&amp;lt;br/&amp;gt;{{+|10}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (name) miscarried || {{--|12}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| stillbirth || {{--|15}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| happy youngsters || {{+|2}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| sad youngsters || {{--|2}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| ate twisted meat || {{--|10}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (name) became a ghoul || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Bioferrite generator || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unnatural darkness lifted || {{+|8}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| death refusal || {{--|8}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| flesh tentacle || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| flesh whip || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| ghoul || — || {{--|20}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| gray pall&amp;lt;br/&amp;gt;gray pall exposure || {{--|3}}&amp;lt;br/&amp;gt;{{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| healed me || — || {{+|10}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (name) rambling || {{--|2}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| juggernaut serum || {{--|10}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (ritual) guilt&amp;lt;br/&amp;gt;(ritual) guilt&amp;lt;br/&amp;gt;(ritual) guilt || {{--|3}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|10}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Sleep suppressor || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unsettling conversation || — || {{--|3}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unsettling conversation || {{--|4}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unnatural corpse || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unnatural corpse is angry || {{--|12}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| used me for psychic ritual || — || {{--|20}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| voidsight || {{--|4}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| dread leather&amp;lt;br/&amp;gt;dread leather (+1)&amp;lt;br/&amp;gt;dread leather (+2)&amp;lt;br/&amp;gt;dread leather etc || {{--|2}}&amp;lt;br/&amp;gt;{{--|4}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|8}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| made statue of me || — || {{+|12}} || {{OdysseyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Inhumanization significantly narrows the inputs that affect a colonist's mood. Inhumanized pawns no longer have a beauty or outdoors need, meaning that they will happily toil away in cold filthy underground tunnels without complaint. It is worth noting that this means Inhumanized pawns will also be unable to gain the mood boost from beautiful environments, and that beauty is one of the four factors in determining room impressiveness which still affects Inhumanized pawn's mood. &lt;br /&gt;
&lt;br /&gt;
Having no social opinions can lead to a reduction in social fights and mental breaks after a loved one passes away, but also prevents positive thoughts from social ties. The void pleasure buff sits between [[optimist]] and [[sanguine]] in magnitude and generally ensures that Inhumanized pawns are content.&lt;br /&gt;
&lt;br /&gt;
The massive skill penalty to the Social skill makes recruiting and converting prisoners more difficult, as it can be very difficult to keep your [[Ideoligion#Moral_guide|Moral Guide]] from having Inhumanization mental breaks with the {{Bad|-8}} mood penalty from the Inhumanization: Required precept. Inhumanized pawns will also get worse trade prices.&lt;br /&gt;
&lt;br /&gt;
Ranching is significantly more difficult as non-domesticated animals have a [[Minimum Handling Skill]] starting at 4, meaning that an Inhumanized pawn would require an animal skill of 16 to tame animals such as [[Turkey]]s, or [[Wild boar]]s, and a skill of 17 to tame [[Boomalope]]s. Taming animals with a wildness above 80% such as [[Megasloth]]s, [[Thrumbo]]s, and [[Rhinoceros]]es is impossible for Inhumanized pawns without the aid of a [[Sentience catalyst]]{{OdysseyIcon}} or genetic aptitude bonuses{{BiotechIcon}}. Training already tamed animals is restricted by the same stat, meaning that previously tamed animals with a handling requirement above what your pawns possess will slowly lose skills and eventually become wild animals once more.&lt;br /&gt;
&lt;br /&gt;
While the &amp;quot;Observed corpse&amp;quot; thought is removed, &amp;quot;Observed Rotting Corpse&amp;quot; is '''not''' removed, meaning you cannot simply toss all corpses to the side with reckless disregard.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=178983</id>
		<title>Inhumanized</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=178983"/>
		<updated>2026-04-05T01:36:17Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in [[Skills#Animals|animals]], [[Artistic|art]], and [[Skills#Social|social]].&lt;br /&gt;
&lt;br /&gt;
== Ways to become inhumanized ==&lt;br /&gt;
Pawns from the [[Horax cult]] can spawn already inhumanized but all other pawns must acquire it elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ending ===&lt;br /&gt;
When you finish the Anomaly ending, you can choose between two different endings. If you choose the [[Endings#Ending_-_Embrace_the_Void|embrace the void]] ending, a pawn of your choosing becomes inhumanized, among other things.&lt;br /&gt;
===Inhumanization: Required===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Pawns who are part of an [[ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept and who are not inhumanized have access to the [[Mental_break#Humanity_break|humanity break]] mental break. The first mood-based mental break of non-inhumanized pawns is replaced with the humanity break, which instantly inhumanizes them (beware that [[Frenzy_inducer|frenzy inducer]] overwrites humanity break to the berserk one). Inhumanized pawns can't use the humanity break, whether they became inhumanized before or after they joined your colony. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the {{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} moodlet. Pawns who are inhumanized have the {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}} moodlet instead.&amp;lt;br/&amp;gt;&lt;br /&gt;
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a {{+|8}} mood and don't care about a lot of things that normal pawns do, making them harder to break as well.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
* [[Pain]]: {{Good|-50%}}. Note that this is an offset, not a multiplier.&lt;br /&gt;
* Nullifies all [[opinion]]s of others.&lt;br /&gt;
* Disables most [[social]] interactions.&lt;br /&gt;
* {{Good|{{Temperature|-16||delta}}}} [[Minimum comfortable temperature]]&lt;br /&gt;
* {{Bad|-12}} [[Animals skill]]&lt;br /&gt;
* {{Bad|-12}} [[Artistic|Artistic skill]]&lt;br /&gt;
* {{Bad|-12}} [[Social skill]]&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 (debuff does not affect any other '''Inhumanized''' colonists)&lt;br /&gt;
* Disables the need for beauty&lt;br /&gt;
* Disables the need for outdoors&lt;br /&gt;
* Nullifies a large number of [[thoughts]], most notably familial and bonded animal deaths, the vast majority of social interactions, and many overlapping similarities with the [[Psychopath]] trait&lt;br /&gt;
* Permanent {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}}&lt;br /&gt;
* Enables void [[Psyfocus#Meditation|meditation focus]].{{Check Tag|Specific link?}}&lt;br /&gt;
* Receives a {{Thought|desc=The truth finally comes and swallows this false world.|label=Unnatural Sky|value=+5|stack=1}} buff while in lit areas during [[unnatural darkness]], instead of the {{Thought|desc=I am suffocated under a blanket of darkness.|label=Unnatural Darkness|value=-5|stack=1}} that other pawns get. They still recieve the {{Thought|desc=The darkness is suffocating. I can't see or think!|label=Swallowed by darkness|value=-10|stack=1}} in dark areas as normal.&lt;br /&gt;
* Inhumanized pawns receive no mood debuff for eating [[twisted meat]] raw or as an ingredient in meals. Inhumanization only affects the debuffs for Twisted Meat, so such pawns will still receive the mood penalty if forced to eat Insect Meat, Human Meat, Fungus, Nutrient Paste, or other raw foods without an overriding ideological [[Precept]] or [[Gene]]. &amp;lt;!-- The Inhuman Meme comes with precepts that affect Nutrient Paste and Cannibalism by default, but the Inhumanization precept does not require the entire Inhuman Meme to be chosen to be added to an ideology. --&amp;gt;&lt;br /&gt;
It is possible to remove the hediff with the Brainwipe [[psychic ritual]].&lt;br /&gt;
&lt;br /&gt;
== Table of Nullified Thoughts == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+ Thoughts nullified by Inhumanization&lt;br /&gt;
|-&lt;br /&gt;
! Thought !! Mood Effect !! Opinion Effect !! DLC&lt;br /&gt;
|-&lt;br /&gt;
| attended concert || {{+|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| attended party || {{+|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| attended wedding || {{+|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal (name) banished || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal (name) died || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal (name) lost || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| (name)'s master&amp;lt;br/&amp;gt;master of (name) || {{+|5}}&amp;lt;br/&amp;gt;{{+|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal (name) released || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| broken up with by (name) || {{--|15}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| I butchered humanlike || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| butchered humanlike corpse || — || {{--|10}} || &lt;br /&gt;
|-&lt;br /&gt;
| cheated on by (name) || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| chitchat || — || {{+|0.66}} || &lt;br /&gt;
|-&lt;br /&gt;
| colonist banished || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| colonist banished to death || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| colonist left unburied || {{--|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| Colonist prisoner escaped || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| tainted&amp;lt;br/&amp;gt;tainted (+1)&amp;lt;br/&amp;gt;tainted (+2)&amp;lt;br/&amp;gt;tainted etc || {{--|5}}&amp;lt;br/&amp;gt;{{--|8}}&amp;lt;br/&amp;gt;{{--|11}}&amp;lt;br/&amp;gt;{{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| deep talk || — || {{+|15}} || &lt;br /&gt;
|-&lt;br /&gt;
| denied joining || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| divorced by (name) || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| had to rebuff (name) || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| failed to rescue (name) || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| got married to (name) || {{+|40}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| held concert || {{+|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| human leather&amp;lt;br/&amp;gt;human leather (+1)&amp;lt;br/&amp;gt;human leather (+2)&amp;lt;br/&amp;gt;human leather etc || {{--|2}}&amp;lt;br/&amp;gt;{{--|4}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| insulted || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| kind words || {{+|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| we butchered humanlike || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| colonist died || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| justified execution of colonist&amp;lt;br/&amp;gt;colonist euthanized&amp;lt;br/&amp;gt;colonist executed&amp;lt;br/&amp;gt;colonist organ-harvested&amp;lt;br/&amp;gt;colonist ripscanned || {{--|2}}&amp;lt;br/&amp;gt;{{--|3}}&amp;lt;br/&amp;gt;{{--|5}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| colonist's organ harvested || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| justified execution&amp;lt;br/&amp;gt;someone was euthanized&amp;lt;br/&amp;gt;someone was executed&amp;lt;br/&amp;gt;someone was organ-murdered&amp;lt;br/&amp;gt;someone was ripscanned || {{--|2}}&amp;lt;br/&amp;gt;{{--|3}}&amp;lt;br/&amp;gt;{{--|5}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| someone's organ harvested || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| innocent prisoner died || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| prisoner sold || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my aunt (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my aunt (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my brother (name) died || {{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my brother (name) lost || {{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my cousin (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my cousin (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my daughter (name) died || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my daughter (name) lost || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my father (name) died || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my father (name) lost || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my fiance (name) died || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my fiance (name) lost || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my fiancée (name) died || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my fiancée (name) lost || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my grandchild (name) died || {{--|12}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my grandchild (name) lost || {{--|12}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my grandparent (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my grandparent (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my half-sibling (name) died || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my half-sibling (name) lost || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my husband (name) died || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my husband (name) lost || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my kin (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my kin (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my lover (name) died || {{--|16}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my lover (name) lost || {{--|16}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my mother (name) died || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my mother (name) lost || {{--|8}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my nephew (name) died || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my nephew (name) lost || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my niece (name) died || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my niece (name) lost || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my sister (name) died || {{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my sister (name) lost || {{--|14}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my son (name) died || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my son (name) lost || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my uncle (name) died || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my uncle (name) lost || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my wife (name) died || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my wife (name) lost || {{--|20}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| not (name)'s master&amp;lt;br/&amp;gt;not master of (name) || {{--|3}}&amp;lt;br/&amp;gt;{{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| nuzzled&amp;lt;br/&amp;gt;nuzzled || {{+|4}}&amp;lt;br/&amp;gt;{{+|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| observed corpse || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my rival (name) died || {{+|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my rival (name) lost || {{+|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my friend (name) died || {{--|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my friend (name) lost || {{--|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| prisoner banished to death || {{--|4}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| rebuffed by (name) || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| my proposal was rejected by (name) || {{--|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| prisoner released || {{+|2}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| rescued (name) || {{+|18}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| bonded animal given away || {{--|10}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| sold prisoner to slavery || — || {{--|15}} || &lt;br /&gt;
|-&lt;br /&gt;
| witnessed ally's death || {{--|5}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| witnessed family member's death || {{--|6}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| witnessed outsider's death || {{--|3}} || — || &lt;br /&gt;
|-&lt;br /&gt;
| traveler died || {{--|12}} || — || {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (name) was born healthy || {{+|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my baby {BABY_nameDef} is sick&amp;lt;br/&amp;gt;my babies are sick || {{--|8}}&amp;lt;br/&amp;gt;{{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my child is in a growth vat || {{--|4}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| enslaved child || {{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| killed a child || {{--|6}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| killed a child || — || {{--|20}} || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| miscarried || {{--|12}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my birth mother (name) died || {{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my birth mother (name) lost || {{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my child {CHILD_nameDef} is happy || {{+|6}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my child {CHILD_nameDef} is unhappy || {{--|6}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my children are happy || {{+|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| my children are unhappy || {{--|8}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| parent is happy || {{+|6}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| parents are happy || {{+|12}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| desperately wants to play&amp;lt;br/&amp;gt;really wants to play&amp;lt;br/&amp;gt;wants to play&amp;lt;br/&amp;gt;entertained&amp;lt;br/&amp;gt;very entertained || {{--|20}}&amp;lt;br/&amp;gt;{{--|10}}&amp;lt;br/&amp;gt;{{--|5}}&amp;lt;br/&amp;gt;{{+|5}}&amp;lt;br/&amp;gt;{{+|10}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (name) miscarried || {{--|12}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| stillbirth || {{--|15}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| happy youngsters || {{+|2}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| sad youngsters || {{--|2}} || — || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| ate twisted meat || {{--|10}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (name) became a ghoul || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Bioferrite generator || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unnatural darkness lifted || {{+|8}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| death refusal || {{--|8}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| flesh tentacle || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| flesh whip || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| ghoul || — || {{--|20}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| gray pall&amp;lt;br/&amp;gt;gray pall exposure || {{--|3}}&amp;lt;br/&amp;gt;{{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| healed me || — || {{+|10}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (name) rambling || {{--|2}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| juggernaut serum || {{--|10}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| (ritual) guilt&amp;lt;br/&amp;gt;(ritual) guilt&amp;lt;br/&amp;gt;(ritual) guilt || {{--|3}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|10}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Sleep suppressor || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unsettling conversation || — || {{--|3}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unsettling conversation || {{--|4}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unnatural corpse || {{--|6}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| unnatural corpse is angry || {{--|12}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| used me for psychic ritual || — || {{--|20}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| voidsight || {{--|4}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| dread leather&amp;lt;br/&amp;gt;dread leather (+1)&amp;lt;br/&amp;gt;dread leather (+2)&amp;lt;br/&amp;gt;dread leather etc || {{--|2}}&amp;lt;br/&amp;gt;{{--|4}}&amp;lt;br/&amp;gt;{{--|6}}&amp;lt;br/&amp;gt;{{--|8}} || — || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| made statue of me || — || {{+|12}} || {{OdysseyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Inhumanization significantly narrows the inputs that affect a colonist's mood. Inhumanized pawns no longer have a beauty or outdoors need, meaning that they will happily toil away in cold filthy underground tunnels without complaint. It is worth noting that this means Inhumanized pawns will also be unable to gain the mood boost from beautiful environments, and that beauty is one of the four factors in determining room impressiveness which still affects Inhumanized pawn's mood. &lt;br /&gt;
&lt;br /&gt;
Having no social opinions can lead to a reduction in social fights and mental breaks after a loved one passes away, but also prevents positive thoughts from social ties. The void pleasure buff sits between [[optimist]] and [[sanguine]] in magnitude and generally ensures that Inhumanized pawns are content.&lt;br /&gt;
&lt;br /&gt;
The massive skill penalty to the Social skill makes recruiting and converting prisoners more difficult, as it can be very difficult to keep your [[Ideoligion#Moral_guide|Moral Guide]] from having Inhumanization mental breaks with the {{Bad|-8}} mood penalty from the Inhumanization: Required precept. Inhumanized pawns will also get worse trade prices.&lt;br /&gt;
&lt;br /&gt;
Ranching is significantly more difficult as non-domesticated animals have a [[Minimum Handling Skill]] starting at 4, meaning that an Inhumanized pawn would require an animal skill of 16 to tame animals such as [[Turkey]]s, or [[Wild boar]]s, and a skill of 17 to tame [[Boomalope]]s. Taming animals with a wildness above 80% such as [[Megasloth]]s, [[Thrumbo]]s, and [[Rhinoceros]]es is impossible for Inhumanized pawns without the aid of a [[Sentience catalyst]]{{OdysseyIcon}} or genetic aptitude bonuses{{BiotechIcon}}. Training already tamed animals is restricted by the same stat, meaning that previously tamed animals with a handling requirement above what your pawns possess will slowly lose skills and eventually become wild animals once more.&lt;br /&gt;
&lt;br /&gt;
While the &amp;quot;Observed corpse&amp;quot; thought is removed, &amp;quot;Observed Rotting Corpse&amp;quot; is '''not''' removed, meaning you cannot simply toss all corpses to the side with reckless disregard.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Persona_traits&amp;diff=178927</id>
		<title>Template:Persona traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Persona_traits&amp;diff=178927"/>
		<updated>2026-04-04T00:29:42Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Persona traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Persona traits ==&lt;br /&gt;
Persona weapons have individual traits to reflect their individual personalities. Each weapon will have one or two traits. Some traits are good, some are bad, some are just different. Traits affect the weapon's market value, so a weapon with a negative trait will be cheaper. The traits are:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
|- id=&amp;quot;PWTT psychic hypersensitizer&amp;quot;&lt;br /&gt;
! Trait name !! Description !! Effects !! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 60px;&amp;quot; |Value !! Exclusivity !! Commonality&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic hypersensitizer]]&lt;br /&gt;
| This weapon amplifies the wielder's psychic sensitivity by 40%. This only applies while the weapon is held. &lt;br /&gt;
|&lt;br /&gt;
* {{+|40%}} [[Psychic Sensitivity]]&lt;br /&gt;
| data-sort-value=&amp;quot;0&amp;quot;| {{icon Small|silver||0}}&lt;br /&gt;
| Other Psychic Sensitivity Modifiers &lt;br /&gt;
| 0.75&lt;br /&gt;
|- id=&amp;quot;PWTT psychic sensitizer&amp;quot;&lt;br /&gt;
! [[Psychic sensitizer (persona trait)|Psychic sensitizer]]&lt;br /&gt;
| This weapon amplifies the wielder's psychic sensitivity by 20%. This only applies while the weapon is held. &lt;br /&gt;
| &lt;br /&gt;
* {{+|20%}} [[Psychic Sensitivity]]&lt;br /&gt;
| data-sort-value=&amp;quot;0&amp;quot;| {{icon Small|silver||0}}&lt;br /&gt;
| Other Psychic Sensitivity Modifiers &lt;br /&gt;
| 0.75&lt;br /&gt;
|- id=&amp;quot;PWTT psychic quiet&amp;quot;&lt;br /&gt;
! [[Psychic quiet]]&lt;br /&gt;
| This weapon suppresses the wielder's psychic sensitivity by 15%. This only applies while the weapon is held. &lt;br /&gt;
| &lt;br /&gt;
* {{--|15%}} [[Psychic Sensitivity]]&lt;br /&gt;
| data-sort-value=&amp;quot;0&amp;quot;| {{icon Small|silver||0}}&lt;br /&gt;
| Other Psychic Sensitivity Modifiers &lt;br /&gt;
| 0.75&lt;br /&gt;
|- id=&amp;quot;PWTT psychic fog&amp;quot;&lt;br /&gt;
! [[Psychic fog]]&lt;br /&gt;
| This weapon suppresses the wielder's psychic sensitivity by 30%. This only applies while the weapon is held. &lt;br /&gt;
| &lt;br /&gt;
* {{--|30%}} [[Psychic Sensitivity]]&lt;br /&gt;
| data-sort-value=&amp;quot;0&amp;quot;| {{icon Small|silver||0}}&lt;br /&gt;
| Other Psychic Sensitivity Modifiers &lt;br /&gt;
| 0.75&lt;br /&gt;
|- id=&amp;quot;PWTT kind thoughts&amp;quot;&lt;br /&gt;
! [[Kind thoughts]]&lt;br /&gt;
| This weapon's persona is kind and supportive. It whispers kind thoughts to whoever it is bonded with, increasing their mood.&lt;br /&gt;
| &lt;br /&gt;
* {{Thought|desc=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;'s&amp;lt;/nowiki&amp;gt;, my bonded weapon, is whispering kind thoughts to me.|label=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;'s&amp;lt;/nowiki&amp;gt; kind thoughts|value=+6}}{{Check Tag|Always active after bonding even if not actively equipped.}}&lt;br /&gt;
| data-sort-value=&amp;quot;500&amp;quot;| {{icon Small|silver||+500}}&lt;br /&gt;
| Other Bonded Thought Traits &amp;lt;br&amp;gt; Freewielder &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT calm thoughts&amp;quot;&lt;br /&gt;
! [[Calm thoughts]]&lt;br /&gt;
| This weapon's persona is relaxed and steady. It whispers calming thoughts to whoever it is bonded with, increasing their mood.&lt;br /&gt;
| &lt;br /&gt;
* {{Thought|desc=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;'s&amp;lt;/nowiki&amp;gt;, my bonded weapon, is whispering calming thoughts to me.|label=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;'s&amp;lt;/nowiki&amp;gt; calm thoughts|value=+3}}{{Check Tag|Always active after bonding even if not actively equipped.}}&lt;br /&gt;
| data-sort-value=&amp;quot;300&amp;quot;| {{icon Small|silver||+300}}&lt;br /&gt;
| Other Bonded Thought Traits  &amp;lt;br&amp;gt; Freewielder &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT mad muttering&amp;quot;&lt;br /&gt;
! [[Mad muttering]]&lt;br /&gt;
| This weapon's persona is neurotic and unstable. It mutters mad thoughts to whoever it is bonded with, reducing their mood.&lt;br /&gt;
|&lt;br /&gt;
* {{Thought|desc=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;'s&amp;lt;/nowiki&amp;gt;, my bonded weapon, is muttering in my head. It's hard to ignore sometimes.|label=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;'s&amp;lt;/nowiki&amp;gt; muttering|value=-3}}{{Check Tag|Always active after bonding even if not actively equipped.}}&lt;br /&gt;
| data-sort-value=&amp;quot;-500&amp;quot;| {{icon Small|silver||-500}}&lt;br /&gt;
| Other Bonded Thought Traits  &amp;lt;br&amp;gt; Freewielder &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT mad wailing&amp;quot;&lt;br /&gt;
! [[Mad wailing]]&lt;br /&gt;
| This weapon's persona is highly disturbed and won't shut up about it. It wails mad notions to whoever it is bonded with, suppressing their mood.&lt;br /&gt;
|&lt;br /&gt;
* {{Thought|desc=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;'s&amp;lt;/nowiki&amp;gt;, my bonded weapon, is wailing madly in my head. I wish I could ignore it.|label=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;'s&amp;lt;/nowiki&amp;gt; wailing|value=-6}}{{Check Tag|Always active after bonding even if not actively equipped.}}&lt;br /&gt;
| data-sort-value=&amp;quot;-1000&amp;quot;| {{icon Small|silver}}&amp;amp;nbsp;-1000&lt;br /&gt;
| Other Bonded Thought Traits &amp;lt;br&amp;gt; Freewielder &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT kill-focused&amp;quot;&lt;br /&gt;
! [[Kill-focused]]&lt;br /&gt;
| This weapon's persona focuses on deaths. If the weapon kills someone, the wielder will instantly gain 20% [[psyfocus]].&lt;br /&gt;
| &lt;br /&gt;
* Instantly gain {{+|20%}} psyfocus on killing another pawn, including [[human]]s, [[animals]], and [[mechanoids]].&lt;br /&gt;
| data-sort-value=&amp;quot;500&amp;quot;| {{icon Small|silver||+500}}&lt;br /&gt;
| Kill Thought Traits&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT kill-happy&amp;quot;&lt;br /&gt;
! [[Kill-happy]]&lt;br /&gt;
| This weapon's persona loves to kill. If this weapon kills someone, its joy will transmit psychically to the wielder, making them happier for a few days.&lt;br /&gt;
| &lt;br /&gt;
* {{Thought|desc=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;&amp;lt;/nowiki&amp;gt;, was overjoyed with its kill, and feel some of that too.|label=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;'s&amp;lt;/nowiki&amp;gt; kill happiness|value=+6|multi=0.25|stack=5|duration=3}} after killing a pawn.{{Check Tag|Details|Any kill, only a kill with the weapon, animal slaughter, only when held during the kill, does it persist without the weapon being held after acquisition}}&lt;br /&gt;
| data-sort-value=&amp;quot;500&amp;quot;| {{icon Small|silver||+500}}&lt;br /&gt;
| Other Kill Thought Traits&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT kill-sorrow&amp;quot;&lt;br /&gt;
! [[Kill-sorrow]]&lt;br /&gt;
| This weapon's persona hates killing. If this weapon kills someone, its sorrow will transmit psychically to the wielder, reducing their mood for a few days.&lt;br /&gt;
| &lt;br /&gt;
* {{Thought|desc=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;&amp;lt;/nowiki&amp;gt;'s sorrow over its kill is affecting my mind as well.|label=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;'s&amp;lt;/nowiki&amp;gt; kill sorrow|value=-3|multi=0.25|stack=5|duration=3}} after killing a pawn.{{Check Tag|Details|Any kill, only a kill with the weapon, animal slaughter, only when held during the kill, does it persist without the weapon being held after acquisition}}&lt;br /&gt;
| data-sort-value=&amp;quot;-500&amp;quot;| {{icon Small|silver||-500}}&lt;br /&gt;
| Other Kill Thought Traits&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT kill thirst&amp;quot;&lt;br /&gt;
! [[Persona weapons#Kill thirst|Kill thirst]]&lt;br /&gt;
| This weapon's persona find purpose in bloodshed. If it does not kill for 20 days, it will become angry and psychically complain to whoever is bonded to it.&lt;br /&gt;
| &lt;br /&gt;
* {{Thought|desc=My bonded weapon &amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;&amp;lt;/nowiki&amp;gt; is angry it has gone so long without killing. I can feel its rage.|label=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;'s&amp;lt;/nowiki&amp;gt; kill thirst|value=-3}} after 20 days without killing a pawn.{{Check Tag|Details|Any kill, only a kill with the weapon, animal slaughter, only when held during the kill, etc}}&lt;br /&gt;
| data-sort-value=&amp;quot;-700&amp;quot;| {{icon Small|silver||-700}}&lt;br /&gt;
| Kill Thought Traits Traits &amp;lt;br&amp;gt; Freewielder &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT psy-meditative&amp;quot;&lt;br /&gt;
! [[Psy-meditative]]&lt;br /&gt;
| This weapon's persona is naturally meditative and helps its wielder focus in psychic meditation. The wielder gains an extra 10% psyfocus per day of meditation, as long as the weapon is held.&lt;br /&gt;
| &lt;br /&gt;
* {{+|10%}} [[psyfocus]] gain rate&lt;br /&gt;
| data-sort-value=&amp;quot;500&amp;quot;| {{icon Small|silver||+500}}&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT painless&amp;quot;&lt;br /&gt;
! [[Painless]]&lt;br /&gt;
| This weapon's persona has some method of psychically disabling pain. The one holding the weapon will feel no pain of any kind.&lt;br /&gt;
| '''Psychic Painlessness:''' ''Pain is disabled by the psychic influence of a wielded weapon.''&lt;br /&gt;
* '''0x''' [[Pain]] multiplier &lt;br /&gt;
| data-sort-value=&amp;quot;400&amp;quot;| {{icon Small|silver||+400}}&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT fast mover&amp;quot;&lt;br /&gt;
! [[Fast mover]]&lt;br /&gt;
| This weapon's persona has a sense of motion. It confers this onto the wielder, making them move 15% faster as long as the weapon is held.&lt;br /&gt;
| '''Psychic Speed:''' ''Movement is sped up by the psychic influence of a wielded weapon.''&lt;br /&gt;
* {{+|15%}} [[Moving]]&lt;br /&gt;
| data-sort-value=&amp;quot;600&amp;quot;| {{icon Small|silver||+600}}&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT hunger pangs&amp;quot;&lt;br /&gt;
! [[Hunger pangs]]&lt;br /&gt;
| This weapon's persona loves food, and transmits that onto whoever bonds with it. The bonded person's hunger rate will be 50% higher.&lt;br /&gt;
| '''Psychic Hunger:''' ''Hunger is increased by the psychic influence of a bonded weapon.''&lt;br /&gt;
* {{++|50%}} [[Hunger Rate Factor]]&lt;br /&gt;
| data-sort-value=&amp;quot;-600&amp;quot;| {{icon Small|silver||-600}}&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT neural cooling&amp;quot;&lt;br /&gt;
! [[Neural cooling]]&lt;br /&gt;
| This weapon's persona has the ability to help dissipate the wielder's neural heat. The wielder's neural heat dissipation is improved by 0.15 per second.&lt;br /&gt;
| '''Assisted neural cooling:''' ''Neural heat dissipation is improved by the psychic influence of a bonded weapon.''&lt;br /&gt;
* {{+|0.15/s}} [[Neural Heat Recovery Rate]]&lt;br /&gt;
| data-sort-value=&amp;quot;500&amp;quot;| {{icon Small|silver||+500}}&lt;br /&gt;
| None&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT freewielder&amp;quot;&lt;br /&gt;
! [[Freewielder]]&lt;br /&gt;
| This weapon's persona does not form bonds in the normal way. Anyone can pick it up and use it.&lt;br /&gt;
| &lt;br /&gt;
* Does not bond&lt;br /&gt;
| data-sort-value=&amp;quot;0&amp;quot;| {{icon Small|silver||0}}&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;PWTT jealous&amp;quot;&lt;br /&gt;
! [[Jealous]]&lt;br /&gt;
| This weapon's persona becomes angry when the bonded individual uses another weapon, thus reducing their mood.&lt;br /&gt;
| &lt;br /&gt;
* {{Thought|desc=My bonded weapon &amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;&amp;lt;/nowiki&amp;gt; is jealous I am using another weapon. I can feel the rage it is screaming into my head.|label=&amp;lt;nowiki&amp;gt;&amp;lt;NAME&amp;gt;'s&amp;lt;/nowiki&amp;gt; jealousy|value=-15}} when a weapon other than the bonded weapon is equipped. &lt;br /&gt;
| data-sort-value=&amp;quot;-600&amp;quot;| {{icon Small|silver||-600}}&lt;br /&gt;
| Freewielder &lt;br /&gt;
| 1&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Customized table templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=178925</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=178925"/>
		<updated>2026-04-04T00:00:05Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Sea ice */&lt;/p&gt;
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{{Rewrite|reason=Verification needed. At least a couple of the growing periods for the biomes are wrong, though their exact ranges are unknown.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Image wanted|reason=Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot}}&lt;br /&gt;
{{Recode|reason=Odyssey flora and fauna need to be rewritten to use appropriate templates}}&lt;br /&gt;
{{Split|reason=A number of biomes still need individual pages}}&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes. The [[Odyssey DLC]] introduces five new playable biomes, each with a unique gimmick or challenge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:World overview.png|550px|World Map]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:BiomeIntensityDiagram.png|750px|Biome Intensity Diagram]]&lt;br /&gt;
&lt;br /&gt;
== Warm biomes ==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
=== Temperate forest ===&lt;br /&gt;
{{Main|Temperate forest}}&lt;br /&gt;
Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateForest.png|400px|thumb|right|Temperate Forest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: {{Q|Temperate forest|Roads and Rivers}}.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: {{%|{{Q|Temperate forest|Forageability}} }}. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease {{MTB}}: {{Q|Temperate forest|Disease MTB Days}} days.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Temperate swamp ===&lt;br /&gt;
{{Main|Temperate swamp}}&lt;br /&gt;
Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Temperate Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateSwamp.png|400px|thumb|right|Temperate Swamp]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tropical rainforest ===&lt;br /&gt;
{{Main|Tropical rainforest}}&lt;br /&gt;
A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the &amp;quot;green hell&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalRainforest.png|400px|thumb|right|Tropical Rainforest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tropical swamp ===&lt;br /&gt;
{{Main|Tropical swamp}}&lt;br /&gt;
A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalSwamp.png|400px|thumb|right|Tropical Swamp]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hot biomes ==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
=== Arid shrubland ===&lt;br /&gt;
{{Main|Arid shrubland}}&lt;br /&gt;
A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.&lt;br /&gt;
&lt;br /&gt;
[[File:AridShrubland.png|400px|thumb|right|Arid Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Desert ===&lt;br /&gt;
{{Main|Desert}}&lt;br /&gt;
A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert.png|400px|thumb|right|Desert]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Extreme desert ===&lt;br /&gt;
{{Main|Extreme desert}}&lt;br /&gt;
An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grow better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
[[File:ExtremeDesert.png|400px|thumb|right|Extreme Desert]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cold biomes ==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
=== Boreal forest ===&lt;br /&gt;
{{Main|Boreal forest}}&lt;br /&gt;
Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.&lt;br /&gt;
&lt;br /&gt;
[[File:BorealForest.png|400px|thumb|right|Boreal Forest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Cold bog ===&lt;br /&gt;
{{Main|Cold bog}}&lt;br /&gt;
A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
[[File:Cold Bog.png|400px|thumb|right|Cold Bog]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tundra ===&lt;br /&gt;
{{Main|Tundra}}&lt;br /&gt;
These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. Animal migrations may occur once or twice per year.&lt;br /&gt;
&lt;br /&gt;
Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
[[File:Tundra.png|400px|thumb|right|Tundra]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ice sheet ===&lt;br /&gt;
{{Main|Ice sheet}}&lt;br /&gt;
Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
[[File:IceSheet.png|400px|thumb|right|Ice Sheet]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sea ice ===&lt;br /&gt;
{{Main|Sea ice}}&lt;br /&gt;
Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.&lt;br /&gt;
&lt;br /&gt;
Sea Ice maps do not have geothermal vents or [[ruins]] (except at [[Landmarks#Ice_dunes|ice dunes]] landmarks and in [[Quests#Ancient_Complex|ancient complex]] sites). [[Deep drill]]s cannot be used. [[Moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, [[fishing]],{{OdysseyIcon}} [[trading]] and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
[[File:SeaIce.png|400px|thumb|right|Sea Ice]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Odyssey biomes ==&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
These are biomes added with the Odyssey DLC enabled. These biomes usually include gimmicks and challenges that are unique from conventional natural climates.&lt;br /&gt;
&lt;br /&gt;
=== Glowforest ===&lt;br /&gt;
{{Main|Glowforest}}&lt;br /&gt;
Geysers spew out massive sulfur clouds that cast the region into permanent darkness. Huge fungal colonies bloom in the dark, fed by the nutrients that the geysers bring to the surface. These areas are alluring and dangerous.&lt;br /&gt;
&lt;br /&gt;
[[File:Glowforest.jpg|400px|thumb|right|Glowforest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days. (Darkened skies)&lt;br /&gt;
* Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).&lt;br /&gt;
* Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.&lt;br /&gt;
* Roads and Rivers: Yes&lt;br /&gt;
* Movement Difficulty: 2.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scarlands ===&lt;br /&gt;
{{Main|Scarlands}}&lt;br /&gt;
Ruins of an ancient city which was destroyed by weapons of mass destruction. Water here is toxic and scaria runs rampant among the animals. Mechanoids lurk among the shattered buildings, waiting to awaken and kill again.&lt;br /&gt;
&lt;br /&gt;
[[File:Scarlands.jpg|400px|thumb|right|Scarlands]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 25%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Grassland ===&lt;br /&gt;
&amp;lt;!--{{Main|Grassland}}--&amp;gt;&lt;br /&gt;
An open expanse dominated by tall grasses. These areas are good for farming and ranching, except when there's a drought. The lack of trees and other vegetation means there's always a steady breeze. Steam geysers never appear here due to low geothermal activity.&lt;br /&gt;
&lt;br /&gt;
[[File:Grassland.jpg|400px|thumb|right|Grasslands]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Glacial plain ===&lt;br /&gt;
&amp;lt;!--{{Main|Glacial plain}}--&amp;gt;&lt;br /&gt;
An open area scraped clean by the movement of glaciers. While vegetation and soil are sparse, a few hardy species have made their home here.&lt;br /&gt;
&lt;br /&gt;
There are no [[geyser]]s in glacial plain maps. Frozen ruins are hidden in the glaciers on all maps, with much bigger ruins when a [[frozen ruins]] landmark is present.&lt;br /&gt;
&lt;br /&gt;
[[File:GlacialPlains.jpg|400px|thumb|right|Glacial plain]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 0%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Lava field ===&lt;br /&gt;
&amp;lt;!--{{Main|Lava field}}--&amp;gt;&lt;br /&gt;
Barren wastes burned clean by volcanic heat. Periodic lava eruptions can burn people and buildings, but also enrich the soil with mineral deposits.&lt;br /&gt;
&lt;br /&gt;
[[File:Lava Fields.jpg|400px|thumb|right|Lava field]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 50%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Tropical rainforest added.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Sea Ice biome added.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added Swamp biomes: Tropical swamp, Temperate swamp, Cold bog.&lt;br /&gt;
* [[Version 1.6]] ([[Odyssey DLC]]) - Added Biomes: Glacial plain, Glowforest, Grassland, Lava field, Scarlands. &lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Environment]][[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_Environment_Resistance&amp;diff=178917</id>
		<title>Toxic Environment Resistance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_Environment_Resistance&amp;diff=178917"/>
		<updated>2026-04-03T23:34:16Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: Undo revision 178916 by 2607:FB91:5290:459:F109:46BA:EEAA:B96E (talk) kidneys do the related but distinct Toxic Resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Descriptions with and without Biotech}}{{See also|Toxic Resistance}}{{Stat&lt;br /&gt;
| def name = ToxicEnvironmentResistance&lt;br /&gt;
| label = toxic environment resistance&lt;br /&gt;
| description = How resistant this creature is to the effects of environmental toxins. This protects against [[toxic fallout]] and [[rot stink]] exposure, but not against direct attacks with venom or injected poison.&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| min value = 0&lt;br /&gt;
| max value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 3450&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Thus, a pawn with a 50% toxic environment resistance would take half the [[toxic buildup]] severity increase tox gas or half the rot stink severity from corpses, but would take all the toxic build-up from a [[cobra]]'s bite. A pawn with 50% [[Toxic Resistance]] would instead take half the toxic buildup from both the tox gas and the cobra's bite, but would take all the rot stink severity.  &lt;br /&gt;
&lt;br /&gt;
[[Human]]s and most creatures have a base value of 0% resistance. The following exceptions apply:&lt;br /&gt;
* [[Waste rat]]:{{BiotechIcon}} 100%&lt;br /&gt;
* [[Toxalope]]:{{BiotechIcon}} 100%&lt;br /&gt;
* [[Bog hound]]:{{OdysseyIcon}} 100%&lt;br /&gt;
* [[Monitor lizard]]:{{OdysseyIcon}} 95%&lt;br /&gt;
* [[Vulture]]:{{OdysseyIcon}} 90%&lt;br /&gt;
* [[Boomalope]]: 90%&lt;br /&gt;
* [[Rat]]: 90%&lt;br /&gt;
* [[Boomrat]]: 90%&lt;br /&gt;
* [[Raccoon]]: 80%&lt;br /&gt;
* [[Iguana]]: 95%&lt;br /&gt;
* [[Warg]]: 80%&lt;br /&gt;
* All [[Insectoids]]: 80%&lt;br /&gt;
* All [[Mechanoids]]: 100%&lt;br /&gt;
* All [[Drones]]{{OdysseyIcon}}: 100%&lt;br /&gt;
&lt;br /&gt;
Note that this is in addition to any toxic resistance they may have.&lt;br /&gt;
&lt;br /&gt;
Also note that many references to the resistance are keyed to the [[Biotech DLC]] being present, despite the stat being defined in Core. It is currently unclear what the effect of this is.  &lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base ===&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{{?Type}}} {{#if:{{{?Type2|}}}| - {{{?Type2}}}}}&lt;br /&gt;
| colspan=2 |{{%|{{{?Toxic Environment Resistance}}}}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
! Animal!! Type !! Toxic&amp;lt;br&amp;gt;Environment&amp;lt;br&amp;gt;Resistance !!&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Toxic Environment Resistance::+]]&lt;br /&gt;
| named args = true&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Type = ?Type&lt;br /&gt;
| ?Type2 = ?Type2&lt;br /&gt;
| ?Toxic Environment Resistance = ?Toxic Environment Resistance&lt;br /&gt;
| format = template&lt;br /&gt;
| template = :Toxic Environment Resistance&lt;br /&gt;
| link = none&lt;br /&gt;
| limit = 300&lt;br /&gt;
| sort = From DLC, Type, Type2, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
* [[Partial antitoxic lungs]] gene:{{BiotechIcon}} {{+|50%}}&lt;br /&gt;
* [[Total antitoxic lungs]] gene:{{BiotechIcon}} {{+|100%}}&lt;br /&gt;
* [[Detoxifier lung]]:{{BiotechIcon}} {{+|60%}}&lt;br /&gt;
* [[Fleshmass lung]]:{{AnomalyIcon}} {{+|30%}}&lt;br /&gt;
* [[Gas mask]]:{{BiotechIcon}} {{+|80%}}&lt;br /&gt;
* [[Face mask]]:{{BiotechIcon}} {{+|50%}}&lt;br /&gt;
* [[Vacsuit helmet]]:{{OdysseyIcon}} {{+|80%}}&lt;br /&gt;
* [[Veil]]: {{+|35%}}&lt;br /&gt;
* [[Prestige robe]]: {{RoyaltyIcon}} {{+|20%}}&lt;br /&gt;
* [[Breathless]] gene:{{OdysseyIcon}} {{+|100%}}&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT| c_01}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
|- id=&amp;quot;Toxic Environment Resistance&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;ToxicEnvironmentResistance&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;toxic environment resistance&lt;br /&gt;
| How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''To String Style:''' PercentZero&lt;br /&gt;
* '''Default Base Value:''' {{%|0}}&lt;br /&gt;
* '''Min Value:''' {{%|0}}&lt;br /&gt;
* '''Max Value:''' {{%|1}}&lt;br /&gt;
| -&lt;br /&gt;
| 3450&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=178911</id>
		<title>User:Yoshida Keiji</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=178911"/>
		<updated>2026-04-03T20:37:58Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Special:Log/delete]]  *  [[:Category:Marked for deletion]]  *  [[:Category:Wiki maintenance]]  *  http://community.wikia.com/wiki/Category:Policy  *  [[Category Portal]] * [https://rimworldwiki.com/wiki/Category:General_wiki_templates Category:General wiki templates]&lt;br /&gt;
&lt;br /&gt;
{{Template:Heading|This user only plays vanilla [[Scenario_system#Lost_Tribe|Lost Tribe]] scenario games without killboxes, they are for girls. |[[File:Tribalwear.png]]}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Heading|This user is a Spiritual but non-Religious person, and favors [https://en.wikipedia.org/wiki/Buddhism Buddhism]. | [[File:Small sculpture statue.png]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{{Template:Civilization}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[RimWorld_Wiki:Community_portal|'''Community Portal''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[User:Yoshida Keiji/Forum|'''Useful threads at forum''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''[[User:Yoshida Keiji/Philosophy/Cheese]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[List_of_adulthood_backstories]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[List_of_childhood_backstories]]'''&lt;br /&gt;
&lt;br /&gt;
[[Plants#Domesticated_Plants]]&lt;br /&gt;
&lt;br /&gt;
Zipangu_(Rice_cultivation_civilization)_(A17-mod)&lt;br /&gt;
&lt;br /&gt;
[[:Category:Pages that are obsolete]]&lt;br /&gt;
&lt;br /&gt;
https://en.wikipedia.org/wiki/Web_colors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
|'''alt text'''&lt;br /&gt;
|'''alt text'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;div style=&amp;quot;text-align: center; background:#E0FFFF&amp;quot;&amp;gt;TEXT&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tables &lt;br /&gt;
! X&lt;br /&gt;
! Pros&lt;br /&gt;
! Cons&lt;br /&gt;
|-&lt;br /&gt;
! Point 1&lt;br /&gt;
| Pros 1 || Cons 1&lt;br /&gt;
|-&lt;br /&gt;
! Point 2&lt;br /&gt;
| Pros 2 || Cons 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tables&lt;br /&gt;
! X&lt;br /&gt;
! Pros&lt;br /&gt;
! Cons&lt;br /&gt;
|-&lt;br /&gt;
! Point 1&lt;br /&gt;
| Pros 1 || Cons 1&lt;br /&gt;
|-&lt;br /&gt;
! Point 2&lt;br /&gt;
| Pros 2 || Cons 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;blockquote&amp;gt;Blockquote&amp;lt;/blockquote&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Box2 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Box2 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
&lt;br /&gt;
https://www.mediawiki.org/wiki/Help:Tables&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt; &amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| {{STDT|c_01 align-center}}&lt;br /&gt;
! X !! [[User:Yoshida_Keiji/Sandbox|Sandbox]] !!  [[RimWorld Wiki:Templates]] !! User Guides !! [https://en.wikipedia.org/wiki/Wikipedia:Userboxes Userbox] / [https://en.wikipedia.org/wiki/Template:Userbox Syntax]&lt;br /&gt;
|-&lt;br /&gt;
! 1 || [[User:Yoshida Keiji/Sandbox1|Draft:Formatting Guidelines (Items)]] || [[Help:Templates]] || [[User:Yoshida Keiji/User Guides/How to Cure Addictions|'''How to Cure Addictions''']] ([[Drugs]]) || [[User:Yoshida Keiji/Userboxes/Syntax|Syntax]]&lt;br /&gt;
|-&lt;br /&gt;
! 2 || [[User:Yoshida_Keiji/Sandbox2|'''RimWorld_Wiki:Ancient_structures''']] || [[Template:Nav/Clothing]] || [[User:Yoshida Keiji/User Guides/Surgery|How to perform Surgery]] ([[Doctoring]]) || User:Yoshida Keiji/Userboxes/A16|'''A16''' (UC)&lt;br /&gt;
|-&lt;br /&gt;
! 3 || [[User:Yoshida_Keiji/Sandbox3|Draft:Formatting Guidelines (Weapons)]] || &amp;lt;pre&amp;gt; {{for|&amp;lt;name&amp;gt;|&amp;lt;link&amp;gt;}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Drug policy|Drug policy]] || &amp;lt;pre&amp;gt;{{Template:Civilization}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 4 || [[Template:Quote]] || [[:Template:Video_2]] || [[User:Yoshida Keiji/User guide/Ice sheet for Lost tribe|'''Guide: Ice sheet for Lost tribe''']] (original mix)  ||Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 5 || [[User:Yoshida Keiji/Formatting guidelines (animas)]] || &amp;lt;pre&amp;gt; {{Main|}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Defense structures|Defense structures]]  || Userboxes &lt;br /&gt;
|-&lt;br /&gt;
! 6 || [[User:Yoshida Keiji/Sandbox6|Sandbox]] || &amp;lt;pre&amp;gt;{{tl|navbar}}&amp;lt;/pre&amp;gt;{{tl|navbar}} || [[User:Yoshida Keiji/User Guides/Game fixing Mods|'''Game fixing Mods''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 7 || Sandbox || &amp;lt;pre&amp;gt;{{unsigned|&amp;lt;username&amp;gt;}}&amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Predator attacks|'''Predator attacks''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 8 || Sandbox || Empty || [[User:Yoshida Keiji/User guides/Spaceship|'''Spaceship''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 9 || Sandbox || Empty || [[User:Yoshida Keiji/Documentary/Alpha4|'''Documentary: Alpha 4''']] || Userboxes&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Public_versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|vV6wyeZ7458|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''First look'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|0LdBGkUbf9A|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Alpha 1'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Rhw3j_pYWnI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 2 - Cannibal Modders'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|BHuchTya6rA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 3 - Factional Infighting'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|wusy3Z8JKkY|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 4 - Giant Centipede Robots'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|RMBQn_sg7DA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Technology - Region System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|fzfpEB5La6o|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 5 - Under Siege'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5omZG5ZIOyQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 6 - Whole New World'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|XZXY4fxj0Ck|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 7 - Things Made of Stuff'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|JvK0Q17808g|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 8 - Winter is Coming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Mu6nsUUzgy0|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 9 - Tales 'o' Drinking'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|zdNuJ8ESJPI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 10 - Joy System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|LR9wqSyfSwQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 11 - Sappers and Traps'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|KkmR_FNp1ng|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 12 - Animal Taming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|PAOZrfu7n3Q|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 13 - Trapped With Your Ex'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|x8eyPE2yuoE|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 17 - On the Road'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Template creation tutorials ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5SZCdFgJ9hg|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Templates 101 Webinar'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{VersionNavbox}}&lt;br /&gt;
&lt;br /&gt;
[[File:Creative rewards.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida Keiji/Art Gallery|'''Art Gallery''']]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida_Keiji/Seed_Gallery|'''Seed Gallery''']]&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Navigation_templates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|dkao-OYJryM|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''The Honey Island Swamp on the Pearl River in Louisiana'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A healthy muffalo can carry 2,450 potatoes.&lt;br /&gt;
&lt;br /&gt;
Lancers chase range without return fire is 50 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Undraft exists since [[Version/0.3.410|Alpha 3]]:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bonus ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|APMu32sC2nM|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;There Is No White Jesus&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|mNDA-o9yJNw|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Arnold Schwarzenegger 2018 - The speech that broke the internet - Most Inspiring ever&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4K5fbQ1-zps|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Life of Privilege Explained in a $100 Race'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4ZvtMyeUhNc|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Ilhan Omar, Giving Zero Fucks, Lights Up War Criminal's Ass Over Past Support of Genocide'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|qkWfZCDHo-c|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''The Saudi plan to exterminate Yemen's fishermen'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=178910</id>
		<title>User:Yoshida Keiji</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=178910"/>
		<updated>2026-04-03T20:33:54Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Special:Log/delete]]  *  [[:Category:Marked for deletion]]  *  [[:Category:Wiki maintenance]]  *  http://community.wikia.com/wiki/Category:Policy  *  [[Category Portal]] * [https://rimworldwiki.com/wiki/Category:General_wiki_templates Category:General wiki templates]&lt;br /&gt;
&lt;br /&gt;
{{Template:Heading|This user only plays vanilla [[Scenario_system#Lost_Tribe|Lost Tribe]] scenario games without killboxes, they are for girls. |[[File:Tribalwear.png]]}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Heading|This user is a Spiritual but non-Religious person, and favors [https://en.wikipedia.org/wiki/Buddhism Buddhism]. | [[File:Small sculpture statue.png]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{{Template:Civilization}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[RimWorld_Wiki:Community_portal|'''Community Portal''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[User:Yoshida Keiji/Forum|'''Useful threads at forum''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''[[User:Yoshida Keiji/Philosophy/Cheese]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[List_of_adulthood_backstories]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[List_of_childhood_backstories]]'''&lt;br /&gt;
&lt;br /&gt;
[[Plants#Domesticated_Plants]]&lt;br /&gt;
&lt;br /&gt;
Zipangu_(Rice_cultivation_civilization)_(A17-mod)&lt;br /&gt;
&lt;br /&gt;
[[:Category:Pages that are obsolete]]&lt;br /&gt;
&lt;br /&gt;
https://en.wikipedia.org/wiki/Web_colors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
|'''alt text'''&lt;br /&gt;
|'''alt text'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;div style=&amp;quot;text-align: center; background:#E0FFFF&amp;quot;&amp;gt;TEXT&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tables &lt;br /&gt;
! X&lt;br /&gt;
! Pros&lt;br /&gt;
! Cons&lt;br /&gt;
|-&lt;br /&gt;
! Point 1&lt;br /&gt;
| Pros 1 || Cons 1&lt;br /&gt;
|-&lt;br /&gt;
! Point 2&lt;br /&gt;
| Pros 2 || Cons 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tables&lt;br /&gt;
! X&lt;br /&gt;
! Pros&lt;br /&gt;
! Cons&lt;br /&gt;
|-&lt;br /&gt;
! Point 1&lt;br /&gt;
| Pros 1 || Cons 1&lt;br /&gt;
|-&lt;br /&gt;
! Point 2&lt;br /&gt;
| Pros 2 || Cons 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;blockquote&amp;gt;Blockquote&amp;lt;/blockquote&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Box2 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Box2 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
&lt;br /&gt;
https://www.mediawiki.org/wiki/Help:Tables&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt; &amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| {{STDT|c_01 align-center}}&lt;br /&gt;
! X !! [[User:Yoshida_Keiji/Sandbox|Sandbox]] !!  [[RimWorld Wiki:Templates]] !! User Guides !! [https://en.wikipedia.org/wiki/Wikipedia:Userboxes Userbox] / [https://en.wikipedia.org/wiki/Template:Userbox Syntax]&lt;br /&gt;
|-&lt;br /&gt;
! 1 || [[User:Yoshida Keiji/Sandbox1|Draft:Formatting Guidelines (Items)]] || [[Help:Templates]] || [[User:Yoshida Keiji/User Guides/How to Cure Addictions|'''How to Cure Addictions''']] ([[Drugs]]) || [[User:Yoshida Keiji/Userboxes/Syntax|Syntax]]&lt;br /&gt;
|-&lt;br /&gt;
! 2 || [[User:Yoshida_Keiji/Sandbox2|'''RimWorld_Wiki:Ancient_structures''']] || [[Template:Nav/Clothing]] || [[User:Yoshida Keiji/User Guides/Surgery|How to perform Surgery]] ([[Doctoring]]) || [[User:Yoshida Keiji/Userboxes/A16|'''A16''' (UC)]]&lt;br /&gt;
|-&lt;br /&gt;
! 3 || [[User:Yoshida_Keiji/Sandbox3|Draft:Formatting Guidelines (Weapons)]] || &amp;lt;pre&amp;gt; {{for|&amp;lt;name&amp;gt;|&amp;lt;link&amp;gt;}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Drug policy|Drug policy]] || &amp;lt;pre&amp;gt;{{Template:Civilization}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 4 || [[Template:Quote]] || [[:Template:Video_2]] || [[User:Yoshida Keiji/User guide/Ice sheet for Lost tribe|'''Guide: Ice sheet for Lost tribe''']] (original mix)  ||Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 5 || [[User:Yoshida Keiji/Formatting guidelines (animas)]] || &amp;lt;pre&amp;gt; {{Main|}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Defense structures|Defense structures]]  || Userboxes &lt;br /&gt;
|-&lt;br /&gt;
! 6 || [[User:Yoshida Keiji/Sandbox6|Sandbox]] || &amp;lt;pre&amp;gt;{{tl|navbar}}&amp;lt;/pre&amp;gt;{{tl|navbar}} || [[User:Yoshida Keiji/User Guides/Game fixing Mods|'''Game fixing Mods''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 7 || Sandbox || &amp;lt;pre&amp;gt;{{unsigned|&amp;lt;username&amp;gt;}}&amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Predator attacks|'''Predator attacks''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 8 || Sandbox || Empty || [[User:Yoshida Keiji/User guides/Spaceship|'''Spaceship''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 9 || Sandbox || Empty || [[User:Yoshida Keiji/Documentary/Alpha4|'''Documentary: Alpha 4''']] || Userboxes&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Public_versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|vV6wyeZ7458|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''First look'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|0LdBGkUbf9A|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Alpha 1'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Rhw3j_pYWnI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 2 - Cannibal Modders'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|BHuchTya6rA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 3 - Factional Infighting'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|wusy3Z8JKkY|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 4 - Giant Centipede Robots'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|RMBQn_sg7DA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Technology - Region System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|fzfpEB5La6o|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 5 - Under Siege'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5omZG5ZIOyQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 6 - Whole New World'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|XZXY4fxj0Ck|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 7 - Things Made of Stuff'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|JvK0Q17808g|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 8 - Winter is Coming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Mu6nsUUzgy0|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 9 - Tales 'o' Drinking'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|zdNuJ8ESJPI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 10 - Joy System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|LR9wqSyfSwQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 11 - Sappers and Traps'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|KkmR_FNp1ng|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 12 - Animal Taming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|PAOZrfu7n3Q|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 13 - Trapped With Your Ex'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|x8eyPE2yuoE|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 17 - On the Road'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Template creation tutorials ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5SZCdFgJ9hg|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Templates 101 Webinar'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{VersionNavbox}}&lt;br /&gt;
&lt;br /&gt;
[[File:Creative rewards.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida Keiji/Art Gallery|'''Art Gallery''']]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida_Keiji/Seed_Gallery|'''Seed Gallery''']]&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Navigation_templates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|dkao-OYJryM|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''The Honey Island Swamp on the Pearl River in Louisiana'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A healthy muffalo can carry 2,450 potatoes.&lt;br /&gt;
&lt;br /&gt;
Lancers chase range without return fire is 50 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Undraft exists since [[Version/0.3.410|Alpha 3]]:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bonus ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|APMu32sC2nM|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;There Is No White Jesus&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|mNDA-o9yJNw|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Arnold Schwarzenegger 2018 - The speech that broke the internet - Most Inspiring ever&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4K5fbQ1-zps|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Life of Privilege Explained in a $100 Race'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4ZvtMyeUhNc|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Ilhan Omar, Giving Zero Fucks, Lights Up War Criminal's Ass Over Past Support of Genocide'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|qkWfZCDHo-c|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''The Saudi plan to exterminate Yemen's fishermen'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=178909</id>
		<title>User:Yoshida Keiji</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=178909"/>
		<updated>2026-04-03T20:32:19Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Special:Log/delete]]  *  [[:Category:Marked for deletion]]  *  [[:Category:Wiki maintenance]]  *  http://community.wikia.com/wiki/Category:Policy  *  [[Category Portal]] * [https://rimworldwiki.com/wiki/Category:General_wiki_templates Category:General wiki templates]&lt;br /&gt;
&lt;br /&gt;
{{Template:Heading|This user only plays vanilla [[Scenario_system#Lost_Tribe|Lost Tribe]] scenario games without killboxes, they are for girls. |[[File:Tribalwear.png]]}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Heading|This user is a Spiritual but non-Religious person, and favors [https://en.wikipedia.org/wiki/Buddhism Buddhism]. | [[File:Small sculpture statue.png]]}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{{Template:Civilization}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[RimWorld_Wiki:Community_portal|'''Community Portal''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[User:Yoshida Keiji/Forum|'''Useful threads at forum''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''[[User:Yoshida Keiji/Philosophy/Cheese]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[List_of_adulthood_backstories]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[List_of_childhood_backstories]]'''&lt;br /&gt;
&lt;br /&gt;
[[Plants#Domesticated_Plants]]&lt;br /&gt;
&lt;br /&gt;
Zipangu_(Rice_cultivation_civilization)_(A17-mod)&lt;br /&gt;
&lt;br /&gt;
[[:Category:Pages that are obsolete]]&lt;br /&gt;
&lt;br /&gt;
https://en.wikipedia.org/wiki/Web_colors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
|'''alt text'''&lt;br /&gt;
|'''alt text'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;div style=&amp;quot;text-align: center; background:#E0FFFF&amp;quot;&amp;gt;TEXT&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tables &lt;br /&gt;
! X&lt;br /&gt;
! Pros&lt;br /&gt;
! Cons&lt;br /&gt;
|-&lt;br /&gt;
! Point 1&lt;br /&gt;
| Pros 1 || Cons 1&lt;br /&gt;
|-&lt;br /&gt;
! Point 2&lt;br /&gt;
| Pros 2 || Cons 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tables&lt;br /&gt;
! X&lt;br /&gt;
! Pros&lt;br /&gt;
! Cons&lt;br /&gt;
|-&lt;br /&gt;
! Point 1&lt;br /&gt;
| Pros 1 || Cons 1&lt;br /&gt;
|-&lt;br /&gt;
! Point 2&lt;br /&gt;
| Pros 2 || Cons 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;blockquote&amp;gt;Blockquote&amp;lt;/blockquote&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Box2 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Box2 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
&lt;br /&gt;
https://www.mediawiki.org/wiki/Help:Tables&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt; &amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| {{STDT|c_01 align-center}}&lt;br /&gt;
! X !! [[User:Yoshida_Keiji/Sandbox|Sandbox]] !!  [[RimWorld Wiki:Templates]] !! User Guides !! [https://en.wikipedia.org/wiki/Wikipedia:Userboxes Userbox] / [https://en.wikipedia.org/wiki/Template:Userbox Syntax]&lt;br /&gt;
|-&lt;br /&gt;
! 1 || [[User:Yoshida Keiji/Sandbox1|Draft:Formatting Guidelines (Items)]] || [[Help:Templates]] || [[User:Yoshida Keiji/User Guides/How to Cure Addictions|'''How to Cure Addictions''']] ([[Drugs]]) || [[User:Yoshida Keiji/Userboxes/Syntax|Syntax]]&lt;br /&gt;
|-&lt;br /&gt;
! 2 || [[User:Yoshida_Keiji/Sandbox2|'''RimWorld_Wiki:Ancient_structures''']] || [[Template:Nav/Clothing]] || [[User:Yoshida Keiji/User Guides/Surgery|How to perform Surgery]] ([[Doctoring]]) || [[User:Yoshida Keiji/Userboxes/A16|'''A16''' (UC)]]&lt;br /&gt;
|-&lt;br /&gt;
! 3 || [[User:Yoshida_Keiji/Sandbox3|Draft:Formatting Guidelines (Weapons)]] || &amp;lt;pre&amp;gt; {{for|&amp;lt;name&amp;gt;|&amp;lt;link&amp;gt;}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Drug policy|Drug policy]] || &amp;lt;pre&amp;gt;{{Template:Civilization}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 4 || [[User:Yoshida_Keiji/Sandbox4|Template:Quote]] || [[:Template:Video_2]] || [[User:Yoshida Keiji/User guide/Ice sheet for Lost tribe|'''Guide: Ice sheet for Lost tribe''']] (original mix)  ||Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 5 || [[User:Yoshida Keiji/Formatting guidelines (animas)]] || &amp;lt;pre&amp;gt; {{Main|}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Defense structures|Defense structures]]  || Userboxes &lt;br /&gt;
|-&lt;br /&gt;
! 6 || [[User:Yoshida Keiji/Sandbox6|Sandbox]] || &amp;lt;pre&amp;gt;{{tl|navbar}}&amp;lt;/pre&amp;gt;{{tl|navbar}} || [[User:Yoshida Keiji/User Guides/Game fixing Mods|'''Game fixing Mods''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 7 || Sandbox || &amp;lt;pre&amp;gt;{{unsigned|&amp;lt;username&amp;gt;}}&amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Predator attacks|'''Predator attacks''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 8 || Sandbox || Empty || [[User:Yoshida Keiji/User guides/Spaceship|'''Spaceship''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 9 || Sandbox || Empty || [[User:Yoshida Keiji/Documentary/Alpha4|'''Documentary: Alpha 4''']] || Userboxes&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Public_versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|vV6wyeZ7458|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''First look'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|0LdBGkUbf9A|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Alpha 1'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Rhw3j_pYWnI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 2 - Cannibal Modders'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|BHuchTya6rA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 3 - Factional Infighting'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|wusy3Z8JKkY|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 4 - Giant Centipede Robots'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|RMBQn_sg7DA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Technology - Region System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|fzfpEB5La6o|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 5 - Under Siege'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5omZG5ZIOyQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 6 - Whole New World'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|XZXY4fxj0Ck|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 7 - Things Made of Stuff'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|JvK0Q17808g|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 8 - Winter is Coming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Mu6nsUUzgy0|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 9 - Tales 'o' Drinking'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|zdNuJ8ESJPI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 10 - Joy System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|LR9wqSyfSwQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 11 - Sappers and Traps'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|KkmR_FNp1ng|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 12 - Animal Taming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|PAOZrfu7n3Q|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 13 - Trapped With Your Ex'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|x8eyPE2yuoE|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 17 - On the Road'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Template creation tutorials ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5SZCdFgJ9hg|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Templates 101 Webinar'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{VersionNavbox}}&lt;br /&gt;
&lt;br /&gt;
[[File:Creative rewards.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida Keiji/Art Gallery|'''Art Gallery''']]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida_Keiji/Seed_Gallery|'''Seed Gallery''']]&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Navigation_templates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|dkao-OYJryM|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''The Honey Island Swamp on the Pearl River in Louisiana'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A healthy muffalo can carry 2,450 potatoes.&lt;br /&gt;
&lt;br /&gt;
Lancers chase range without return fire is 50 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Undraft exists since [[Version/0.3.410|Alpha 3]]:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bonus ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|APMu32sC2nM|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;There Is No White Jesus&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|mNDA-o9yJNw|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Arnold Schwarzenegger 2018 - The speech that broke the internet - Most Inspiring ever&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4K5fbQ1-zps|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Life of Privilege Explained in a $100 Race'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4ZvtMyeUhNc|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Ilhan Omar, Giving Zero Fucks, Lights Up War Criminal's Ass Over Past Support of Genocide'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|qkWfZCDHo-c|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''The Saudi plan to exterminate Yemen's fishermen'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal/Why_are_%22Mods%22_documented_in_Mainspace%3F_Unless_a_Ludeon_release,_they_should_be_in_Userspace/reply_(3)&amp;diff=178908</id>
		<title>RimWorld Wiki talk:Community portal/Why are &quot;Mods&quot; documented in Mainspace? Unless a Ludeon release, they should be in Userspace/reply (3)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal/Why_are_%22Mods%22_documented_in_Mainspace%3F_Unless_a_Ludeon_release,_they_should_be_in_Userspace/reply_(3)&amp;diff=178908"/>
		<updated>2026-04-03T20:28:28Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Think there's some more. This includes Apparello (mod), Cybernetic Storm (mod), Rimfire (mod) and a lot more from [[User:elStrages]].&lt;br /&gt;
&lt;br /&gt;
Also, about namespaces: Are you talking about Mods/&amp;lt;mod name&amp;gt; as the page heading? If yes then instead of deletion it's fine (or so I think) to move the entire page over to the new header.&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=178893</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=178893"/>
		<updated>2026-04-03T12:14:23Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Resurrection psychosis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailments. Add ailment in-game descriptions to each, and format them such that they're obviously quotes}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer mech serum#Summary|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Death refusal]]{{AnomalyIcon}}: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Chronophagy]]{{AnomalyIcon}}: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
* [[Unnatural healing]]{{AnomalyIcon}}: a Creepjoiner with unnatural healing replicates the effect of a healer mech serum and so can be similarly used to cure Alzheimers at the minor risk of replacing an arm with a flesh tentacle for the cured pawn&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery has a 100% base chance to succeed. If it fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 22.4 years old to get carcinoma from aging, meaning it can first occur at their 23rd birthday. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s,{{RoyaltyIcon}} can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with a [[healer mech serum]], [[luciferium]], [[unnatural healing]]{{AnomalyIcon}} or the [[chronophagy]] psychic ritual.{{AnomalyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at level 4&lt;br /&gt;
**15% at level 12&lt;br /&gt;
**25% at level 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], [[unnatural healing]] ability,{{AnomalyIcon}} the [[Chronophagy]] psychic ritual,{{AnomalyIcon}} implantation of the [[scarless]] gene,{{BiotechIcon}} or with the use of [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 100 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 60 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 30 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 20 years old to get an artery blockage, meaning it can first occur at their 21st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s.&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval, '''SG60''' for short, is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess.&lt;br /&gt;
## Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;'''SG60''' = max(0.000375, 0.0000645 × effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve !! X !! Y&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7| {{Graph:Chart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 100|| 60&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:middle&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Excess&amp;lt;br/&amp;gt;Temperature (°C)&amp;lt;ref&amp;gt;Ambient Temperature - Maximum Comfortable Temperature (°C)&amp;lt;/ref&amp;gt;&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game time&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || {{0}}93023 || 1.6 days &lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || {{0}}62016 || 24.8 hours&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003225 || {{0}}18605 || 7.4 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005160 || {{0}}11628 || 4.7 hours&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 0.015480 || {{0|00}}3876 || 1.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.063855 || {{0|000}}939 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027 × heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature. Severity decreases at a constant rate of 1.5% when at 55.6% or above, slowing down until reaching its slowest (0.15%) at 5.6% and below. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike [[#Heatstroke|hyperthermia]], hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- class=static-row-header style=vertical-align:center&lt;br /&gt;
! rowspan=2 | Graph&lt;br /&gt;
! style=max-width:20em rowspan=2 | Temperature&amp;lt;br/&amp;gt;Delta&amp;lt;ref&amp;gt;&amp;lt;small&amp;gt;Minimum Comfortable Temperature - Ambient Temperature&amp;lt;/small&amp;gt;&amp;lt;/ref&amp;gt;(°C)&lt;br /&gt;
! style=max-width:15em rowspan=2 | Growth per&amp;lt;br/&amp;gt;60 ticks&lt;br /&gt;
! style=max-width:20em colspan=2 | Time to 100% severity &lt;br /&gt;
|-&lt;br /&gt;
! style=max-width:15em | [[Ticks]]&lt;br /&gt;
! style=max-width:15em | In-game hours&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20  || 0.000750 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25  || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50  || 0.002580 || 23256 || {{0}}9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || {{0}}4.1&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 0.012255 || {{0}}4896 || {{0}}2.0 &amp;lt;!-- 1.96--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || {{0}}3208 || {{0}}1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027 × hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-5%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-10%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|-20%}}&lt;br /&gt;
* [[Moving]] {{Bad|-10%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] {{Bad|-20%}} &lt;br /&gt;
* [[Manipulation]] {{Bad|-50%}}&lt;br /&gt;
* [[Moving]] {{Bad|-30%}}&lt;br /&gt;
* [[Pain]] {{Bad|+15%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] {{Bad|+30%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Vacuum exposure occurs when a pawn is subjected to [[Orbit|hard vacuum]] without adequate protection.&lt;br /&gt;
&lt;br /&gt;
The rate of severity growth is directly proportional to the vacuum percentage of the pawn's current tile, and to the difference between 1 and a pawn's [[vacuum resistance]] stat. Vacuum will be 100% outside pressurized rooms; otherwise, it will vary depending on the presence of [[oxygen pump]]s, open connections to other rooms, and so on. The specific algorithm is:&lt;br /&gt;
# Start with a default of 2% per second.&lt;br /&gt;
# Multiply the amount by the tile's current vacuum percentage.&lt;br /&gt;
# Multiply the product by the difference between 1 and the pawn's vacuum resistance.&lt;br /&gt;
Expressed as a formula, the increase of severity every {{ticks|60}} is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in vacuum exposure severity = 0.02 * tile vacuum percentage * (1 - vacuum resistance)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vacuum exposure builds up extremely quickly in pawns without significant vacuum resistance. An unprotected pawn with no resistance will die in just {{ticks|3000}} of exposure to a complete vacuum, making even brief spacewalks a risky prospect.&lt;br /&gt;
&lt;br /&gt;
Pawns recover quickly from vacuum exposure while inside a pressurized area; severity will simply fall at a flat 10% per second until the condition disappears entirely. Affected pawns that reach 100% vacuum resistance while still exposed (such as by equipping a [[vacsuit]]) will keep their current level of exposure until they return to a pressurized tile, but its severity will not increase any further.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at&amp;lt;br/&amp;gt;severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || Initial ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (initial)''' || ≥15% ||&lt;br /&gt;
* {{Bad|-{{0}}5%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}5%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (mild)''' || ≥30% ||&lt;br /&gt;
* {{Bad|-10%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+{{0}}8%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (moderate)''' || ≥50% ||&lt;br /&gt;
* {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || ≥85% ||&lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* {{Bad|+10%}} [[Pain]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Vacuum exposure (extreme)''' || 100% ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{| class = &amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;margin: auto;&amp;quot; width=100%&lt;br /&gt;
  |-&lt;br /&gt;
  !Graph&lt;br /&gt;
  |-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
  |width=940&lt;br /&gt;
  |height=600&lt;br /&gt;
  |type=line&lt;br /&gt;
  |legend=Legend&lt;br /&gt;
  |y1Title=No vacuum resistance [50s]&lt;br /&gt;
  |y2Title=Vacsuit chest only (32%) [73s]&lt;br /&gt;
  |y3Title= Vacuum resistant (45%) [90.9s]&lt;br /&gt;
  |y4Title=Vacsuit helmet only (69%) [161s]&lt;br /&gt;
  |y5Title= Vacskin Gland (85%) [5 min 33s]&lt;br /&gt;
  |y6Title=Full Recon armour (95%) [16min 40s]&lt;br /&gt;
  |y7Title=Full Marine armour (97%) [27min 46s]&lt;br /&gt;
  |y8Title=Full Cataphract armour (98%) [41.7min]&lt;br /&gt;
  |y9Title= Vacsuit helmet and any power armor (99%) [83.3min]&lt;br /&gt;
&lt;br /&gt;
  |x = 0,50,73.5,90.0,161.3,333.3,1000,1666.7,2500,5000&lt;br /&gt;
  |y1=0,100&lt;br /&gt;
  |y2=0,68.03,100&lt;br /&gt;
  |y3=0,55.56,81.67,100&lt;br /&gt;
  |y4=0,30.99,45.56,55.79,100&lt;br /&gt;
  |y5=0,15,22.05,27,48.4,100&lt;br /&gt;
  |y6=0,5,7.35,9,16.13,33.33,100&lt;br /&gt;
  |y7=0,3,4.41,5.40,9.68,20,60,100&lt;br /&gt;
  |y8=0,2,2.94,3.6,6.45,13.33,40,66.67,100&lt;br /&gt;
  |y9=0,1,1.47,1.8,3.23,6.67,20,33.33,50,100&lt;br /&gt;
  |xAxisTitle = Time (s)&lt;br /&gt;
  |yAxisTitle = Vacuum exposure (%)&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
Sterilizing a pregnant animal will not terminate the pregnancy.&lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Pawns can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy or IUD insertion.{{BiotechIcon}} It is currently unknown if there are other sources.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative [[liver]] disease caused by excessive [[alcohol]] consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the [[Organ harvesting|transplantation]] of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or [[glitterworld medicine]] to do so.&lt;br /&gt;
* Other than transplantation, only [[healer mech serum]] and [[unnatural healing]]{{AnomalyIcon}} can cure cirrhosis.&lt;br /&gt;
&lt;br /&gt;
Alcohol [[tolerance]] above '''45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Tolerance !! Average cirrhosis interval !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| 45% || 99999 Days&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Cirrhosis (Days) | x = 49, 50, 100 | y =  250, 60, 45 | xAxisMin = 45 | yAxisMax = 250}}&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 60 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 45 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]] or via [[unnatural healing]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potentially still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Unnatural healing]]{{AnomalyIcon}} ability (or possibly through other means as well). It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Main|Bliss lobotomy}}&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty. Makes pawn incapable of cooking, construction, plant work, mining, crafting and intellectual. Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a brain surgery at the cost of 2 medicine and 30 [[bioferrite|bioferrites]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is primarily determined by the cook's [[food poison chance]] stat, with the [[Cleanliness|cleanliness of the room]] where it was prepared also being a potential factor. &lt;br /&gt;
&lt;br /&gt;
[[Corpse]]s have a flat chance of 5% to give food poisoning. Other raw food has a flat chance in between 1% and 4% depending on the type of food — most raw food having a 2% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; | '''0''' || style=&amp;quot;background-color:#F00000&amp;quot; | '''5.00%''' || rowspan=&amp;quot;10&amp;quot;| {{Graph:Chart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
Chance = ([[Cleanliness|Room Cleanliness]] + 2) * 0.05 / 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Capped between 0% and 5%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot; &lt;br /&gt;
| '''1''' || '''4.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| '''2''' || '''3.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| '''3''' || '''2.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| '''4''' || '''1.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| '''5''' || '''1.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| '''6''' || '''0.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| '''7''' || '''0.25%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| '''8''' || '''0.15%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| '''9-20''' || '''0.10%'''&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]]  (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only be minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or by making [[Baby food]] or [[nutrient paste meal]]s as they will never cause food poisoning. Installing a [[sterilizing stomach|sterilizing]],{{RoyaltyIcon}} [[nuclear stomach]],{{RoyaltyIcon}} or [[fleshmass stomach]],{{AnomalyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} render pawns immune to contracting food poisoning. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by 50% but cannot outright prevent it.&lt;br /&gt;
&lt;br /&gt;
The notification for a colonist being poisoned will explain the cause of the poisoning. This can be very helpful if an unattended kitchen was allowed to cross into the very dirty -2 cleanliness danger zone, as a nearby cleaner can simply be ordered to clean the kitchen and avoid more unnecessary poisoning.&lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before. [[Unnatural healing]]{{AnomalyIcon}} is the vastly more economical option, though it carries opportunity cost of the 6 day cooldown.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between &amp;quot;attacks&amp;quot; that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
Primarily occurs with exposure to [[toxic fallout]], [[pollution]],{{BiotechIcon}} [[tox gas]],{{BiotechIcon}} and tox rain.{{OdysseyIcon}} Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]],{{RoyaltyIcon}} or [[venom fangs]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout and tox rain, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to toxic fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.{{Check Tag|Rate from tox rain?}}&lt;br /&gt;
&lt;br /&gt;
There are two stats that reduce toxic build up stats:&lt;br /&gt;
* All sources of toxic buildup are affected by the [[Toxic Resistance]] [[stat]]. [[Human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Some ways of increasing this stat are the [[detoxifier kidney]]{{BiotechIcon}} and [[tox resistance]] [[gene]].{{BiotechIcon}}&lt;br /&gt;
* [[Toxic Environment Resistance]] protects against all sources of buildup except for direct attacks like cobra bites. Some ways of increasing this stat are the [[face mask]], [[gas mask]],{{BiotechIcon}} and [[detoxifier lung]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Both stats reduce the amount of buildup received by the % of the stat, so 50% Toxic Resistance = 50% less build up. Toxic Resistance and Toxic Environment Resistance will multiplicatively stack with each other, so if a human has 50% in both stats, the effective rate of buildup from environmental sources is 25%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Pilot assistant]] {{OdysseyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC|Royalty]] and [[Odyssey DLC|Odyssey]] DLCs, it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[neural heat limit]]s when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Subcore softscanner}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]],{{RoyaltyIcon}} or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. Vomiting lasts a random duration from {{Ticks|300}} to {{Ticks|900}}, and every 150 interval ticks it reduces the pawn's food bar by 0.04 and generates 1 stack of [[vomit]] filth on the tile they're facing. Note that this interval tick occurs independently from the beginning of the vomiting duration, and as such the number of times it occurs may not be the simple division of the chose duration divided by 150. As such, between one fewer and one more interval may occur than the the division would indicate. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected before ailments show by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day. Progress can be paused through the use of a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[healer mech serum]] as well as the [[unnatural healing]] ability so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, short of destroying the colonists brain then resurrecting them with either a [[resurrector mech serum]] or [[death refusal]]. However, consistently destroying the brain can be difficult. There are 5 main ways to achieve it:&lt;br /&gt;
* With the [[Biotech DLC]], using a [[Subcore ripscanner]] on the colonist in question will kill it by destroying its brain.&lt;br /&gt;
* Also with the Biotech DLC, extracting the pawn's genes with a [[Gene extractor]] while the '''Genes Regrowing''' Hefiff remains active will kill it by brain destruction.&lt;br /&gt;
* With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will destroy its head reliably and safely.&lt;br /&gt;
* Fatal [[Luciferium]] withdraw kills by destroying the brain.&lt;br /&gt;
* Allow colonists or animals to eat sections of the corpse, risking consuming the entire body before the head is removed.&lt;br /&gt;
&lt;br /&gt;
Furthermore, no matter how successful the head removal, the costs and downsides of the either the serum or refusal remain. If this strategy is used, remember not to euthanize them or they will be no longer of your faction after resurrection.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, [[Ghoul|ghoul infusion]] will not cure crumbling mind and it will hinder ghoul's combat abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x75%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable of work types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Duplicate sickness ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse. However, the condition will not be lethal.&lt;br /&gt;
&lt;br /&gt;
Duplicate sickness is one of the potential outcomes from the duplication of a pawn by a [[corrupted obelisk]]. It affects both the original pawn and the duplicate{{Check Tag|Wb other duplicates?|Test both a previous duplicate (i.e. use obelisk gizmo, wait cooldown use again) and mass cloning (i.e. when 30 pawns spawn when it reaches max activity}} and is initially hidden. Severity increases by 10% per day that both pawns are alive. A pawn in [[cryptosleep]] will not gain severity, but being in cryptosleep will ''not'' prevent the other copy of the pawn from gaining severity. This gradually reduces the consciousness of both pawns and makes them more likely to have [[mental breaks]], before eventually rendering both comatose. &lt;br /&gt;
&lt;br /&gt;
It cannot be treated,{{Check Tag|Verify}} but can be cured by one of three methods: [[healer mech serum]], the [[unnatural healing]] ability, or the death of one of the two pawns. &lt;br /&gt;
&lt;br /&gt;
If one of the two connected pawns is killed, the other's duplication sickness severity immediately starts regressing at the rate of 50% per day, while the killed pawn's duplication sickness is instantly cured. The killed pawn can then be immediately resurrected with a [[resurrector mech serum]] or [[death refusal]] without stopping the regression of the other pawn's sickness. Similarly, if one of the linked pawns is turned into a [[ghoul]], killed, and revived with a [[ghoul resurrection serum]], the same mechanics apply.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || Initial ||&lt;br /&gt;
* No symptoms, condition not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (initial)''' || ≥20% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|5%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (moderate)''' || ≥50% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|10%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (extreme)''' || ≥80% severity ||&lt;br /&gt;
* [[Consciousness]] Offset: {{--|15%}}&lt;br /&gt;
* [[Mental Break Threshold]] Offset: {{++|14%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Duplicate sickness (debilitating)''' || ≥95% severity ||&lt;br /&gt;
* [[Consciousness]] Max: {{Bad|10%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. It can be cured by [[healer mech serum]] or [[unnatural healing]],{{AnomalyIcon}} alternatively resurrection can be attempted again via another [[resurrector mech serum]] or [[death refusal]].{{AnomalyIcon}} It is otherwise uncurable. A [[cryosleep casket]] can sustain the pawn in order to wait for a cure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be 2 or more colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-60% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 60-80% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 80-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 70% of life expectancy (i.e. 56 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 90% of life expectancy (i.e. 72 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity.  Each interval the heart attack severity will randomly change by a value between {{---|40%}} to {{++|60%}}. This means that it is possible for a heart attack to recover on its own, but usually (~76% likelihood){{Check Tag|Detail needed|How is this calculated??}} an untreated heart attack progresses to fatal severity. The interval between changes is random, and varies between {{Ticks|500}} and {{Ticks|10000}}.&amp;lt;!-- 5000 x Rand.Range(0.1, 2.0) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by {{---|30%}}. Successfully reducing severity below 0% will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The chance a particular treatment can succeed is 65% multiplied by the [[tend quality]], for an effective maximum of 84.5% with [[glitterworld medicine]].&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Vacuum exposure implemented with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Diabolus&amp;diff=178862</id>
		<title>Diabolus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Diabolus&amp;diff=178862"/>
		<updated>2026-04-03T05:53:27Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|none&lt;br /&gt;
| name = Diabolus&lt;br /&gt;
| image = DiabolusAncient east.png&lt;br /&gt;
| description = An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby. &amp;lt;br/&amp;gt;This mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 2.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| psychic sensitivity = 0.75&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| EMP resistance = 0.60&lt;br /&gt;
| bandwidth cost = 5&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 4.5&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 18&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = HellsphereCannonGun&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 12&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 300&lt;br /&gt;
| resource 3 = Signal chip&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = High subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''diabolus''' (pl. '''diaboli'''){{Ref label|Plural|1}} is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[signal chip]], required to research further [[mechanitor]] technology.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more diaboli can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a diabolus requires a [[mechanitor]] and a powered [[comms console]]. Constructing a comms console requires the [[Research#{{Q|Comms console|Required Research}}|{{Q|Comms console|Required Research}}]] research. Unlike the buildings used to summon the other mechanoid commanders, the console is not consumed in the process.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a diabolus before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple diaboli at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault. The maximum size is reached after summoning the diabolus 8 times.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Number of bosses&lt;br /&gt;
! [[Heavy shield unit]]&lt;br /&gt;
! Escort&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
| No&lt;br /&gt;
| {{Icon Small|Militor|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
| No&lt;br /&gt;
| {{Icon Small|Militor|25}}x4 {{Icon Small|Pikeman|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x7 {{Icon Small|Pikeman|25}}x2 {{Icon Small|Tesseron|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x10 {{Icon Small|Legionary|25}}x3 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x10 {{Icon Small|Scyther|25}}x5 {{Icon Small|Centipede gunner|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Pikeman|25}}x8 {{Icon Small|Centipede gunner|25}}x4 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Lancer|25}}x10 {{Icon Small|Centipede gunner|25}}x4&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x3&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Tesseron|25}}x10 {{Icon Small|Centipede gunner|25}}x6 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, beyond wave 8, each new waves is chosen randomly from wave 3 to 8. The selection isn't purely random: it is determined by the world seed and the number of summons made prior. As such, the sequence of waves after wave 8 will be the same for a given seed. The wave count is per playthrough, not per colony or map. If the diabolus is summoned once on one map, summoning another on a second map will bring the second wave. [[Endings#The_Archonexus|The Archonexus]] colony reset does reset this progression.&lt;br /&gt;
&lt;br /&gt;
Every diabolus will drop a separate signal chip, it doesn't need to be &amp;quot;the boss&amp;quot; of a wave, or even to come as a summon.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly diaboli can also be resurrected at the {{lc:{{P|Production Facility 1}} }} using the &amp;quot;''Resurrect ultraheavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly diabolus, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{Ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The diabolus is an ultra-heavy mechanoid. {{Mechanoid Summary}} Diaboli have an [[EMP]] resistance of 60%, meaning they are stunned for 60% less time.&lt;br /&gt;
&lt;br /&gt;
The diabolus is immune to [[psychic lance]]s. In addition, the [[skip]], [[chaos skip]], [[berserk]], and [[berserk pulse]] [[psycast]]s{{RoyaltyIcon}} do not function against the diabolus due to &amp;quot;Psychic Resistance&amp;quot;. Like most other mechanoids, the diabolus has 50% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
Dead diaboli may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the diabolus.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile diabolus rewards the player with a [[signal chip]] regardless of whether they were summoned or came as part of a raid. Studying one is required to research [[Research#Standard_Mechtech|Standard Mechtech]], and they can also be used to create various mechanitor gear, or even your own diabolus.&lt;br /&gt;
&lt;br /&gt;
Friendly diaboli recharge in a [[large mech recharger]], creating 5 [[wastepack]]s to go from empty to full charge. This totals in 25 wastepacks whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
An enemy diabolus alternates between two long range attacks:&lt;br /&gt;
&lt;br /&gt;
# [[Hellsphere cannon]]. When using this attack, diabolus will create a red circle around a target. This circle indicates where diabolus is aiming. It is to be noted that unlike almost every other weapon, the hellsphere cannon will not track its target while aiming and will instead keep aiming at the same spot. After a {{Ticks|450}} warmup, the cannon fires an extremely fast explosive projectile, which upon exploding will leave a large radius of [[fire]]. The blast is slightly larger than the visual circle, so err on the side of caution. This attack only has a range of {{Q|Hellsphere cannon|Range}} tiles, but also has a minimum range of {{Q|Hellsphere cannon|Minimum Range}} tiles.&lt;br /&gt;
#* The explosive projectile deals ''{{Q|Hellsphere cannon|Damage Base}}'' [[Damage_Types#Vaporize|Vaporize]] damage, increased to {{#expr:{{Q|Hellsphere cannon|Damage Base}}*2}} damage against passable structures and {{#expr:{{Q|Hellsphere cannon|Damage Base}}*4}} damage against impassable structures. As an explosive, it ignores cover and has 100% accuracy. This checks Heat armor, but has a massive {{Q|Hellsphere cannon|Armor Penetration}}% {{AP}}. However, due to the fact that Vaporize damage does not overflow, the majority of this damage often ends up overkilling just one or 2 body parts, leading to much lower effective damage output&lt;br /&gt;
#* Unlike other ranged weapons, once initialized, it will continue to fire, even if the diabolus is engaged in melee in the meantime. Engaging in melee will prevent ''future'' shots being initialized, but puts combatants at risk of the diabolus' fire burst, so mechanoids or heavily heat-armored pawns are ideal for such an approach.&lt;br /&gt;
# [[Charge blaster turret]]. This fires a single shot at relatively low damage and is affected by cover, but can do so from a very long range (44.9 tiles). It can also be fired while moving, firing the hellsphere cannon, or performing other activities, and it has almost no warmup time.&lt;br /&gt;
&lt;br /&gt;
Note that they do not drop either weapon upon death.&lt;br /&gt;
[[File:FireBurst.png|64px|left|thumb|The gizmo used to trigger the fire burst]]&lt;br /&gt;
&lt;br /&gt;
Diaboli have the ability to emit a &amp;quot;fire burst&amp;quot; on a {{Ticks/gametime|2700}} cooldown. It begins emitting visible fumes and randomly depositing [[Filth#Chemfuel puddle|chemfuel puddles]] in spaces within 5.9 tiles around itself; after 3 seconds, it fills in the remaining spaces in that radius with chemfuel puddles and releases a 10-damage [[Damage Types#Flame|Flame]] explosion with the same radius, dealing damage and igniting the puddles. As of RimWorld version 1.5, enemy diaboli that are currently 'fighting enemies' (as opposed to wandering around in preparation for an assault, pathing towards a colony, or opening fire on random buildings) will use their fire burst if attacked or even just aimed at by a pawn within 65 tiles, regardless of whether or not the burst would hit anything. Player-controlled diaboli must have their fire burst manually triggered by the player.&lt;br /&gt;
&lt;br /&gt;
An enemy diabolus won't actively try to breach walls, and it will never appear in [[breacher]] raids. However, they will use their [[hellsphere cannon]] to breach through walls, similar to [[termite]]s, if no pawns are accessible. They will also destroy buildings and objects, like any other raider.&lt;br /&gt;
&lt;br /&gt;
When summoned, all diaboli after the first two waves will spawn with a [[heavy shield unit]], which has a strength of 400 HP - equal to 133 HP of actual damage. Note that it recharges x10 slower than a normal [[shield belt]]. It is currently unknown whether diaboli that spawn as part of regular raids can spawn with the shield.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecharge|4.0}}{{#vardefine:baseregen|0.013}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Shield stats&lt;br /&gt;
! Value&lt;br /&gt;
|- &lt;br /&gt;
! Maximum charge&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Damage capacity&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Recharge rate (energy per second)&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.00*100 round 1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Kiting and spreading out is key to taking out the diabolus. The biggest threat is by far its hellsphere cannon, which can instakill almost anyone and anything. For reference, a pawn with the [[Tough]] trait, [[fire resistant]] gene, and wearing a legendary [[duster]], [[formal vest]] {{RoyaltyIcon}} / [[corset]] ,{{RoyaltyIcon}} and [[button down shirt]] made of [[devilstrand]] still has a 28% chance of immediately dying from torso damage. Players should instead prioritize avoiding the shot in any way possible, either by moving pawns out of the way, staying out of range, or by being too close to target with the cannon.&lt;br /&gt;
&lt;br /&gt;
Be extra careful about [[fire]]; if not from the diabolus' blasts, then from the wildfires caused by them, or by the [[tesseron]]s alongside it. Pawns lit on fire can't be controlled, so you can't order them out of the blast range, which is nearly certain to be fatal. Also be wary of the ''Fleeing Fire'' [[mental break]], caused by being a [[children|child]] or having the pyrophobia [[gene]]. While short, it is still just as dangerous as any mental break with a diabolus. A [[firefoam pop pack]] is very helpful.&lt;br /&gt;
&lt;br /&gt;
You should manually move pawns away from the blast radius, always allowing yourself the option to retreat. Split up your pawns, which will allow more of them to focus on shooting instead of running. You can even use your own [[militor]]s to lure the cannon or flame burst; their range is short enough to justify staying close, anyway. It only has 1 non-flame attack, so even a [[cleansweeper]] can stall for some time.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
[[File:Diabolus waterskip.png|thumb|Waterskip psycast used to cancel the diabolus' fire burst]]&lt;br /&gt;
Melee can be an effective tactic. But with fire vulnerable pawns, it is ''highly'' advised to NOT use melee attacks, due to the close-ranged burst. Sufficient fire protection ([[devilstrand]] clothing, [[phoenix armor]],{{RoyaltyIcon}} [[impids]]' fire resistance) can help tank the flames, and your own mechanoids are completely immune to fire. [[Firefoam]] or the [[waterskip]] psycast{{RoyaltyIcon}} can extinguish fire on your pawns, but heat damage still applies.&lt;br /&gt;
&lt;br /&gt;
=== Using EMP ===&lt;br /&gt;
Despite their resistance, diaboli are still vulnerable to [[EMP]] attacks. However because of the EMPs reduced uptime, you may want to use EMP damage tactically. Stunning the diabolus interrupts the hellsphere cannon, so EMPs can be timed to prevent the cannon from firing and potentially save a pawn's life. If the diabolus is still adapted while firing, and therefore temporarily immune to further EMP stuns, then this strategy cannot be used. EMP should thus be used sparingly, rather than fired at will. &lt;br /&gt;
&lt;br /&gt;
The exception to this is once diaboli spawn with [[Heavy shield unit|shields]], which can be broken instantly by EMP. In that case it is usually better to use EMPs immediately rather than attempt to interrupt a blast. This will kill the diabolus faster, which prevents more hellsphere shots overall.&lt;br /&gt;
&lt;br /&gt;
=== Psycasts ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[File:Diabolus self anniliation.png|thumb|2 diaboli tricked into targeting eachother]]&lt;br /&gt;
Diaboli, with their 75% [[psychic sensitivity]], are vulnerable to certain [[psycasts]]. [[Beckon]] will interrupt either of its charged attacks, even if immediately broken by damage. If there are multiple diaboli in a raid, you can use Beckon to trick them into hellsphering each other.&lt;br /&gt;
&lt;br /&gt;
Casting [[Berserk (psycast)|Berserk]] on its ally can cause it to waste a lot of time on charging a friendly fire attack, which it cannot interrupt on its own. Berserk cannot be cast on diaboli, since like other mechanoid commanders they are immune to psychic insanity.&lt;br /&gt;
&lt;br /&gt;
The [[Skipshield]] psycast can be used against diaboli in much the same way it can be used against raiders equipped with [[Doomsday rocket launcher|doomsday]] or [[triple rocket launcher]]s. Shields and skipshields detonate the hellsphere cannon's projectile on the edge of the shield, causing the diabolus to damage and/or kill itself if the shield edge is close enough.&lt;br /&gt;
&lt;br /&gt;
Diaboli are too [[Body size|large]] to be affected by the [[Skip]] psycast and its variants, [[chaos skip]] and [[mass chaos skip]], though they can be used to dodge the blast.&lt;br /&gt;
&lt;br /&gt;
=== When you should fight ===&lt;br /&gt;
The first diabolus battle is a major hurdle for any [[mechanitor]]. For a solo mechanitor playthrough, a mechanitor armed with an [[assault rifle]], 4-5 [[militor]]s, and a small crew of labor mechs like [[agrihand]]s are enough to take out the first diabolus, with the following strategies:&lt;br /&gt;
&lt;br /&gt;
* Spread out. Have each militor close enough to the enemies, and labor mechs ready to melee. Ideally, only 1 mech is in the hellsphere blast at a time.&lt;br /&gt;
* Have your mechanitor &amp;amp; militors focus fire each enemy militor until they die. The faster the small mechs die, the less damage you'll sustain. &lt;br /&gt;
* Have each labor mech melee a separate enemy. Militors in melee cannot fire their guns, reducing damage accordingly.&lt;br /&gt;
* With the diabolus inefficiently firing hellspheres / flame bursts at your mechanoids, take it down. The pulse turret can still hurt, especially for the labor mechs, but it should die.&lt;br /&gt;
&lt;br /&gt;
Alternatively, running the diabolus down 30-40 wood [[spike trap]]s, or 10-15 steel spike traps, is enough to do the trick. A [[triple rocket launcher]] can be handy, but don't harm your own mechs!&lt;br /&gt;
&lt;br /&gt;
With a multi-colonist colony, you can have each pawn wield a long-range weapon like the [[bolt-action rifle]] or assault rifle. Whenever you get into the hellsphere cannon's range, back off. You can combine this with the aforementioned mech strategies to be more successful. With just the pulse turret to worry about, the diabolus becomes about as strong as 2 [[pikemen]] (just with a lot more health).&lt;br /&gt;
&lt;br /&gt;
=== As a counter raid ===&lt;br /&gt;
Diabolus (and any mech boss) can be summoned defensively against any other non-mech raid, sometimes to a great efficiency since hostile raids will more often than not prefer to fight each other and diabolus can be summoned every 2 days without any additional buildings which can make certain endgame sequences considerably easier.&lt;br /&gt;
&lt;br /&gt;
== Analysis - As an ally ==&lt;br /&gt;
{{Stub|section=1|reason=Why build the diabolus? Also tactics. Diabolus killbox example and synergy with [[Skipshield]]}}&lt;br /&gt;
Slow and with a little more health &amp;amp; armor than a [[centipede]], diaboli are best used against stationary threats like [[siege]]s, [[mech cluster]]s,{{RoyaltyIcon}} and other mech commanders as well as centipedes. The [[charge blaster turret]] is more of a gimmick, when the diabolus slowly closes distance. It's faster than a centipede, but not a lot: a speed of 2.4 c/s compared to 1.9 c/s.&lt;br /&gt;
&lt;br /&gt;
But when it's close, it's a tank killer. The [[hellsphere cannon]] is a devastating tool. It does 800 [[Vaporize]] damage with an AP of 100%, about 2/3 more than a [[antigrain warhead]]. It can easily one-shot or at least massively soften up even the strongest enemy mechanoids. While you can dodge enemy hellsphere cannon shots with some micro management thanks to its long wind-up time, the enemy won't. They just stand there and get destroyed.&lt;br /&gt;
&lt;br /&gt;
A diabolus can destroy [[obelisk]]s{{AnomalyIcon}} in one hit, removing them from map without triggering their activation effect.&lt;br /&gt;
&lt;br /&gt;
Watch out for the hellsphere cannon accidentally destroying items, including the chips dropped by all 3 mechanoid commanders.&lt;br /&gt;
&lt;br /&gt;
Due to the efficacy of fire against insectoids, the diabolus can be an effective way to eliminate infestations. This risks the diabolus' own body if the insectoids manage to destroy it, potentially preventing resurrection and wasting resources, especially if in a room whose floor is made of a flammable material like wood.&lt;br /&gt;
&lt;br /&gt;
When using the remote shielder, be very careful. If the shield is active when the hellsphere cannon is fired, the shot will hit the shield, damaging the diabolus and anything within point blank range.&lt;br /&gt;
&lt;br /&gt;
Since the hellsphere cannon also deals vaporize damage, it is quite useful against tribal raids assuming you can fire it into the crowd early.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Diabolus}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Recode|section=1|reason=Verify melee verbs are correct given weirdness about the turret}}&lt;br /&gt;
{{Pawn Attack Table|weapon=Hellsphere cannon}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Diabolus east.png| Age 0-99 Diabolus facing east&lt;br /&gt;
Diabolus north.png| Age 0-99 Diabolus facing north&lt;br /&gt;
Diabolus south.png| Age 0-99 Diabolus facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
DiabolusAncient east.png| Age 100+ Diabolus facing east&lt;br /&gt;
DiabolusAncient north.png| Age 100+ Diabolus facing north&lt;br /&gt;
DiabolusAncient south.png| Age 100+ Diabolus facing south&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/1.4.3527|1.4.3527]] - Fix: match diabolus fire burst range to its range overlay.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Diabolus has two 'first' body rings.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Comms console diabolus threat cannot be called by mechanitors if mech faction is disabled.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 30% to 60%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Diabolus' fire burst shoots fuel through the walls.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - [[Berserk]]{{RoyaltyIcon}} and similar [[psycasts]]{{RoyaltyIcon}} no longer work on mechanoid bosses.&lt;br /&gt;
&lt;br /&gt;
{{Nav|mechanoid|wide}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Note|Plural|1}} - Cynapse - Ludeon Developer, Rimword Official Development Discord 22 Jan 2023&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flashstorm_(psycast)&amp;diff=178860</id>
		<title>Flashstorm (psycast)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flashstorm_(psycast)&amp;diff=178860"/>
		<updated>2026-04-03T05:49:29Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{About|the [[psycast]]|the weather event|Events#Flashstorm{{!}}Flashstorm}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Flashstorm&lt;br /&gt;
| image = Flashstorm.png&lt;br /&gt;
| type = Psycast&lt;br /&gt;
| description = Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissipating.&lt;br /&gt;
| psylink level = 5&lt;br /&gt;
| casting time = 60&lt;br /&gt;
| ability range = 19.9&lt;br /&gt;
| psyfocus cost = 0.04&lt;br /&gt;
| neural heat gain = 65&lt;br /&gt;
| effect radius = 13.9&lt;br /&gt;
| duration = 9840&lt;br /&gt;
| duration multiplier = &lt;br /&gt;
| goodwill impact = -35&lt;br /&gt;
}}&lt;br /&gt;
'''Flashstorm''' is a level {{P|Psylink Level}} [[psycast]] that creates a brief [[lightning]] storm at the target location.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Upon casting Flashstorm, a miniature [[flashstorm]] will be created centered on the target tile, which can be any unroofed tile within 20 tiles of the caster, respecting line of sight. This flashstorm, like its natural counterpart, will create lightning strikes every {{Ticks|320}} to {{Ticks|800}}, though only on unroofed tiles in a reduced radius of 15 tiles (the displayed radius of 14 tiles is incorrect.) These strikes deal 10 [[Flame]] damage in a 3x3 radius centered on the strike, and ignite flammable pawns, objects, and items within. The flashstorm will persist for {{Ticks|{{P|Duration}}}} before dissipating. While the flashstorm persists, the area within the radius will be visually darkened by cloud cover, though this effect is only cosmetic - it has no effect on the [[Light]] level of the affected tiles.&lt;br /&gt;
&lt;br /&gt;
Note that pawns that are incapable of violence are prevented from casting Flashstorm.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Flashstorm is perhaps the single least useful psycast of the lot. The effect radius is large, meaning it is wildly inaccurate, and the relatively slow rate of lightning strikes limits any potential damage dealt to being mediocre ''at best''. Additionally, lightning strikes deal pitifully low damage to organic targets (especially [[impids]]{{BiotechIcon}}), and none at all to the already-imposing [[mechanoids]]. All this combined with a significant psyfocus cost of 4% and a staggering neural heat gain of 65 render Flashstorm cumbersome to use for minimal gain.&lt;br /&gt;
&lt;br /&gt;
Even against stationary targets, which won't flee the effect radius, Flashstorm is middling. It could see use against [[siege]]s, as the lightning is likely to ignite [[mortar shell]]s if nothing else, thus provoking the siege into attacking. The range of the flashstorm psycast is rather small, though, so other means of provoking a siege (e.g., [[mortar]]s, [[sniper rifle]]s) are superior once available. [[Mech cluster]]s and [[crashed ship part]]s are guarded by mechs, who are immune to flame.&lt;br /&gt;
&lt;br /&gt;
Overall, Flashstorm is not worth the time. However, if one is absolutely determined to make use of Flashstorm, it has two properties that, when combined, can give it some minor use in a [[killbox]] design - its inability to strike roofed tiles, and the lack of a limit to the number of flashstorms one can place in the same area. While Flashstorm does require an unroofed tile to target, there is no such limitation on the tiles surrounding it. By roofing nearly (or all) the tiles within the radius of the flashstorm, one can corral all the strikes from the flashstorm to a few specific tiles, such as a hallway in a killbox, at a chokepoint guarded by melee blockers, or tiles behind cover to bait enemies within. Secondarily, by casting flashstorm multiple times on the same tile, the rate of lightning strikes will be drastically improved, turning them from an inconsequential threat to a less-inconsequential source of damage and crowd control, panicking enemies and dealing minor damage. However, the large amounts of neural heat incurred per cast make this difficult to execute without methods of dissipating neural heat, such as [[neural heat dump]], [[eltex]] gear, or high [[psychic sensitivity]]. Outside of this niche use case, Flashstorm should never be considered as an answer to combat, and your psyfocus is better spent on any other psycast.&lt;br /&gt;
&lt;br /&gt;
In addition, if already obtained, flashstorm has some quality of life features:&lt;br /&gt;
* Flashstorm disables the game's [[firewatch]], making it easier to burn a lot of corpses without needing to them under a roof.&lt;br /&gt;
* Flashstorm will light up the entire map during [[unnatural darkness]]{{AnomalyIcon}} for a very brief moment, allowing use of the helpful enemy overlay when zooming out. Note that flashstorm is also liable to start map-wide fires when used this way, as the usual firewatch system is disabled during the unnatural darkness event.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psycasts|wide}}&lt;br /&gt;
[[Category: Psycasts]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechcommander_helmet&amp;diff=178859</id>
		<title>Mechcommander helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechcommander_helmet&amp;diff=178859"/>
		<updated>2026-04-03T05:48:25Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Mechcommander helmet&lt;br /&gt;
| image = MechcommanderHelmet.png&lt;br /&gt;
| description = A plasteel-weave combat helmet designed for battle mechanitors. It is embedded with computers and signal enhancers that moderately increase the wearer's maximum control bandwidth. This allows the mechanitor to control more mechs.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 150&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 15750&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Signal chip&lt;br /&gt;
| resource 3 amount = 1&lt;br /&gt;
| armorsharp = 69&lt;br /&gt;
| armorblunt = 30&lt;br /&gt;
| armorheat = 34.5&lt;br /&gt;
| insulationcold = 3&lt;br /&gt;
| insulationheat = 1.5&lt;br /&gt;
| vacuum resistance offset = 0.67&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| coverage = Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = ArmorHeadgear&lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| page verified for version = 1.4.3542&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''mechcommander helmet''' is a piece of [[apparel]] added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
In addition to its protective stats, wearing a mechcommander helmet gives {{+|6}} [[bandwidth]].&lt;br /&gt;
&lt;br /&gt;
A mechcommander helmet increases the [[vacuum resistance]]{{OdysseyIcon}} of its wearer by {{+|{{%|{{P|Vacuum Resistance Offset}}}}}}. [[Quality]] does not affect this resistance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The mechcommander helmet offers armor ratings roughly equivalent to a [[steel]] [[flak helmet]] of the same quality, but covers the full face, gives additional bandwidth, offers [[vacuum]]{{OdysseyIcon}} protection, and is significantly more expensive. &lt;br /&gt;
&lt;br /&gt;
If the only goal is to gain bandwidth, then the [[array headset]] gives the same {{+|6}} bandwidth, is also unlocked at [[Research#{{P|Required Research}}|{{P|Required Research}}]], and doesn't require a signal chip to make. The benefit of the mechcommander helmet is that it offers head protection. If the mechanitor isn't expected to see combat, then the headset is generally a better choice.&lt;br /&gt;
&lt;br /&gt;
However, even if head protection is wanted, it is generally better to spend signal chips on a [[bandwidth pack]] first. The pack can be worn with a protective helmet, but also gives {{+|3}} additional bandwidth, doesn't degrade over time or in combat, and never becomes obsolete. Once the pack is built, then mechcommander helmets can be built to achieve maximum bandwidth. &lt;br /&gt;
&lt;br /&gt;
Once [[mechlord helmet]]s become available, the mechcommander helmet is essentially outmoded. Mechlord helmets provide better protection and {{+|6}} additional bandwidth. While these improvements do come at the cost of [[Shooting Accuracy]] and [[Melee Hit Chance]], if that is a relevant consideration then the additional bandwidth can be spent on combat mechs to more than make up for the difference in combat capability while still being more protective. This also means that depending on the colony's rate of progress through both mech commanders and research, it may be unnecessary to ever make a mechcommander helmet.&lt;br /&gt;
&lt;br /&gt;
The mechcommander helmet can see use for mechanitors in [[orbit]],{{OdysseyIcon}} offering more protection than a [[vacsuit helmet]] and providing some bandwidth. For non-mechanitors, it is more protective but the signal chip cost makes it too cost-prohibitive. By the time signal chips are easy to farm, [[power armor]] helmets should be available for non-mechanitors.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechcommander_helmet&amp;diff=178858</id>
		<title>Mechcommander helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechcommander_helmet&amp;diff=178858"/>
		<updated>2026-04-03T05:48:14Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Mechcommander helmet&lt;br /&gt;
| image = MechcommanderHelmet.png&lt;br /&gt;
| description = A plasteel-weave combat helmet designed for battle mechanitors. It is embedded with computers and signal enhancers that moderately increase the wearer's maximum control bandwidth. This allows the mechanitor to control more mechs.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 150&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 15750&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Signal chip&lt;br /&gt;
| resource 3 amount = 1&lt;br /&gt;
| armorsharp = 69&lt;br /&gt;
| armorblunt = 30&lt;br /&gt;
| armorheat = 34.5&lt;br /&gt;
| insulationcold = 3&lt;br /&gt;
| insulationheat = 1.5&lt;br /&gt;
| vacuum resistance offset = 0.67&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| coverage = Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = ArmorHeadgear&lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| page verified for version = 1.4.3542&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''mechcommander helmet''' is a piece of [[apparel]] added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
In addition to its protective stats, wearing a mechcommander helmet gives {{+|6}} [[bandwidth]].&lt;br /&gt;
&lt;br /&gt;
A mechcommander helmet increases the [[vacuum resistance]]{{OdysseyIcon}} of its wearer by {{+|{{%|{{P|Vacuum Resistance Offset}}}}}}. [[Quality]] does not affect this resistance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The mechcommander helmet offers armor ratings roughly equivalent to a [[steel]] [[flak helmet]] of the same quality, but covers the full face, gives additional bandwidth, offers [[vacuum]]{{OdysseyIcon}} protection, and is significantly more expensive. &lt;br /&gt;
&lt;br /&gt;
If the only goal is to gain bandwidth, then the [[array headset]] gives the same {{+|6}} bandwidth, is also unlocked at [[Research#{{P|Required Research}}|{{P|Required Research}}]], and doesn't require a signal chip to make. The benefit of the mechcommander helmet is that it offers head protection. If the mechanitor isn't expected to see combat, then the headset is generally a better choice.&lt;br /&gt;
&lt;br /&gt;
However, even if head protection is wanted, it is generally better to spend signal chips on a [[bandwidth pack]] first. The pack can be worn with a protective helmet, but also gives {{+|3}} additional bandwidth, doesn't degrade over time or in combat, and never becomes obsolete. Once the pack is built, then mechcommander helmets can be built to achieve maximum bandwidth. &lt;br /&gt;
&lt;br /&gt;
Once [[mechlord helmet]]s become available, the mechcommander helmet is essentially outmoded. Mechlord helmets provide better protection and {{+|6}} additional bandwidth. While these improvements do come at the cost of [[Shooting Accuracy]] and [[Melee Hit Chance]], if that is a relevant consideration then the additional bandwidth can be spent on combat mechs to more than make up for the difference in combat capability while still being more protective. This also means that depending on the colony's rate of progress through both mech commanders and research, it may be unnecessary to ever make a mechcommander helmet.&lt;br /&gt;
&lt;br /&gt;
The mechcommander helmet can see use for mechanitors in [[orbit]],{{OdysseyIcon}} offering more protection than a [[vacsuit helmet]] and providing some bandwidth. For non-mechanitors, it is more protective but the signal chip cost makes it too cost-prohibitive. By the time signal chips are easy to farm, [[power armor]] helmets should be available.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravship&amp;diff=178856</id>
		<title>Gravship</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravship&amp;diff=178856"/>
		<updated>2026-04-03T05:46:37Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason= New feature in recent release. General but also fuel usage}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{For|the endgame ship|Ship}}&lt;br /&gt;
{{For|trade ships|Trade ship}}&lt;br /&gt;
&lt;br /&gt;
'''Gravships''' are a new method of traversal and living introduced by the [[Odyssey DLC]]. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| {{Icon Small|Grav engine|100}}&lt;br /&gt;
| {{Icon Small|Gravship substructure|100}}&lt;br /&gt;
| {{Icon Small|Gravship hull|100}}&lt;br /&gt;
| {{Icon Small|Small chemfuel tank|100}}&lt;br /&gt;
| {{Icon Small|Large chemfuel tank|100}}&lt;br /&gt;
| {{Icon Small|Small thruster|100}}&lt;br /&gt;
| {{Icon Small|Large thruster|100}}&lt;br /&gt;
|- &lt;br /&gt;
| width=100px height=50px | [[Grav engine]]&lt;br /&gt;
| width=100px height=50px | [[Gravship substructure]]&lt;br /&gt;
| width=100px height=50px | [[Gravship hull]]&lt;br /&gt;
| width=100px height=50px | [[Small chemfuel tank]]&lt;br /&gt;
| width=100px height=50px | [[Large chemfuel tank]]&lt;br /&gt;
| width=100px height=50px | [[Small thruster]]&lt;br /&gt;
| width=100px height=50px | [[Large thruster]]&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon Small|Pilot console|100}}&lt;br /&gt;
| {{Icon Small|Grav field extender|100}}&lt;br /&gt;
| {{Icon Small|Signal jammer|100}}&lt;br /&gt;
| {{Icon Small|Gravcore power cell|100}}&lt;br /&gt;
| {{Icon Small|Fuel optimizer|100}}&lt;br /&gt;
| {{Icon Small|Gravship shield generator|100}}&lt;br /&gt;
| {{Icon Small|Pilot subpersona core|100}}&lt;br /&gt;
|-&lt;br /&gt;
| width=100px height=50px | [[Pilot console]]&lt;br /&gt;
| width=100px height=50px | [[Grav field extender]]&lt;br /&gt;
| width=100px height=50px | [[Signal jammer]]&lt;br /&gt;
| width=100px height=50px | [[Gravcore power cell]]&lt;br /&gt;
| width=100px height=50px | [[Fuel optimizer]]&lt;br /&gt;
| width=100px height=50px | [[Gravship shield generator]]&lt;br /&gt;
| width=100px height=50px | [[Pilot subpersona core]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
[[File:Gravship minimum.png|250px|thumb|right|The absolute minimum a gravship needs to fly.]]&lt;br /&gt;
&lt;br /&gt;
A functional gravship requires various parts in order to be flightworthy. A gravship begins with a [[grav engine]], and various structures and walls can be connected to the grav engine via [[gravship substructure]], which acts as the floor of the gravship. Anything built on the connected substructure will be considered part of the ship and brought along upon launch.&lt;br /&gt;
&lt;br /&gt;
At the very minimum, a gravship requires only one [[small thruster]], one [[small chemfuel tank]], a [[pilot console]] and a grav engine with enough gravship substructure to connect all of the mentioned parts. A gravship of this calibre is able to travel between tiles of the world map, akin to a portable [[transport pod]] or [[passenger shuttle]] / [[imperial shuttle]].{{RoyaltyIcon}} It is possible to go into [[orbit]] at any time, but attempting to do so without [[vacuum]] protection (like [[oxygen pump]] + airtight walls or [[vacsuit]]s) will be met with a swift end.&lt;br /&gt;
&lt;br /&gt;
A list of fundamental parts are listed below:&lt;br /&gt;
* [[Grav engine]]&lt;br /&gt;
* [[Gravship substructure]]&lt;br /&gt;
* [[Pilot console]]&lt;br /&gt;
* [[Small chemfuel tank]] or [[Large chemfuel tank]]&lt;br /&gt;
* [[Small thruster]] or [[Large thruster]]&lt;br /&gt;
&lt;br /&gt;
A gravship also comes with various limitations and constraints:&lt;br /&gt;
* The grav engine can only initially support up to 500 tiles of gravship substructure, all of which can only be built within a radius of 19 tiles around the grav engine originating from its center.&lt;br /&gt;
** This limitation can be improved using [[grav field extender]]s. Each one added to a gravship increases this limit of buildable tiles by 250 tiles, up to a maximum of 2000 supported tiles with 6 grav field extenders. Grav field extenders themselves have a supported radius of 17 tiles.&lt;br /&gt;
* Any substructure built beyond the limit supported by a grav engine will be left behind upon launch, including anything or anyone standing on said substructure.&lt;br /&gt;
&lt;br /&gt;
There is no weight limitation, and any number of pawns can travel on a gravship together.&lt;br /&gt;
&lt;br /&gt;
===Launching===&lt;br /&gt;
A functioning gravship can be sent to any tile within its maximum range. By default, each tile traveled consumes 10 {{Icon Small|Chemfuel}} [[chemfuel]], with a minimum cost of 50 {{Icon Small|Chemfuel}} [[chemfuel]].{{Check Tag|Orbit?|Fuel cost traveling between surfance and orbit needed}} Each [[fuel optimizer]] (max. 2) reduces fuel consumption by {{---|30%}} additive, or -3 {{Icon Small|Chemfuel}} chemfuel/tile per optimizer, but the minimum cost remains 50 {{Icon Small|Chemfuel}}.&lt;br /&gt;
&lt;br /&gt;
The max distance depends on the number of thrusters, assuming there is sufficient fuel loaded into Small or Large Chemfuel tanks:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Structure || Maximum structures || Range per structure || Maximum range&lt;br /&gt;
|-&lt;br /&gt;
| Small thrusters || 4 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Large thrusters || 6 || 16 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Total || || || 136&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Landing on a tile that is not a quest site or faction base will immediately create a new colony. Landing on a [[quest]] that generates a temporary map (e.g., prisoner rescue, bandit camps, [[work site]]s{{IdeologyIcon}}) will enter the map, which can be settled on after threats are cleared. Landing on a [[faction base]] will initiate an attack, with no option to trade. Gravships cannot land on tiles containing the [[peace talks]] quest or on an impassible tile, and require a [[signal jammer]] to enter certain maps in orbit.&lt;br /&gt;
&lt;br /&gt;
When landing on a tile, it is possible to choose a location on the map where the gravship is placed, even if the tile is occupied by another faction. The gravship may be rotated before landing. It cannot land on tiles containing walls or other impassible tiles like [[deep water]], furniture items like [[stele]]s, roofs, [[steam geyser]]s, or tiles containing [[toxic wastepack]]s.{{BiotechIcon}} It can land if the thrusters would be blocked (represented by the orange area), but the obstructing objects will need to be cleared before launching again.&lt;br /&gt;
&lt;br /&gt;
===Launch ritual quality===&lt;br /&gt;
After landing on a tile, there is a cooldown to launch the ship again, and a mishap may occur. The cooldown and chance of a mishap is dependent on the Launch Ritual's quality:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=2 | Source || % per || Maximum || Maximum quality gain&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Crew count || 2% || 5* || 10%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Small thruster]]s || 1% || 4 || 4%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Large thruster]]s || 3% || 6 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Pilot subpersona core]] || 15% || 2 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Pilot's [[piloting ability]] || 10% || 0% || 1 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 20% || 1 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| 250% || 30% || 1 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Co-pilot's piloting ability || 10% || 0% || 1 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 10% || 1 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 250% || 15% || 1 || 15%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;You may have additional crew on-board, but they will not contribute to the Launch Ritual quality&lt;br /&gt;
&lt;br /&gt;
Launch quality is capped at 100%.&lt;br /&gt;
&lt;br /&gt;
Launch Cooldown is based on Ritual Quality:&lt;br /&gt;
&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Quality (%) | yAxisTitle = Cooldown (days) | type = line | x = 0, 25, 50, 80, 100 | y1 = 10, 5, 2, 0.5, 0.33}}&lt;br /&gt;
&lt;br /&gt;
====Gravship Landing Mishaps====&lt;br /&gt;
When landing a gravship, there is a chance for a mishap depending on the launch ritual's quality. All mishaps are equally likely.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Incident name || Description || Result&lt;br /&gt;
|-&lt;br /&gt;
|Minor Gravship Crash&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; accidentally disengaged the grav engine too early, causing the gravship to free-fall for several feet. Some buildings on the gravship have sustained light damage from the crash.''&lt;br /&gt;
|Some buildings on the ship will have taken damage and will need to be repaired.&lt;br /&gt;
|-&lt;br /&gt;
|Thruster Breakdown&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; overheated the ship's thrusters, frying valuable components. The thrusters will need to be repaired before they can be used again.''&lt;br /&gt;
|Thrusters will be broken down and will need components to be fixed.&lt;br /&gt;
|-&lt;br /&gt;
|Overheated Grav Engine&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; over-engaged the grav engine, causing it to overheat. The grav engine will take longer than normal to cool down. In the meantime, the gravship can't be launched.''&lt;br /&gt;
|Grav engine cooldown will be extended longer than expected.&lt;br /&gt;
|-&lt;br /&gt;
|Grav Nausea&lt;br /&gt;
|''While landing &amp;lt;Gravship Name&amp;gt;, &amp;lt;pilot&amp;gt; was forced to do an emergency maneuver, resulting in an intense and prolonged deceleration. The experience has left your colonists feeling extremely nauseous. The effects will quickly fade.''&lt;br /&gt;
|Colonists on the ship will suffer from [[Grav nausea|grav nausea]] for 2-5 hours.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance of any Gravship landing mishap is based on ritual quality:&lt;br /&gt;
&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Quality (%) | yAxisTitle = Chance of landing mishap (%) | type = line | x = 0, 50, 100 | y1 = 100, 25, 2}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
===General===&lt;br /&gt;
Gravships enable a nomadic playstyle. This is practically forced by [[scenario system#The Gravship|The Gravship scenario]], which sends mechs after staying in one place for too long. They are also possible to use in a permanent, stationary colony, but a [[grav anchor]] is required so the ship does not destroy the tile.&lt;br /&gt;
&lt;br /&gt;
For short trips, such as trading and non-gravship quests, the [[passenger shuttle]] is superior: it has a shorter launch cooldown, can visit settlements directly to trade (the gravship can only land nearby), costs less [[chemfuel]] per trip, and doesn't destroy the tile it's in. In addition, if a [[shuttle engine]] can be obtained via [[empire]]{{RoyaltyIcon}} or [[sanguophage]]{{BiotechIcon}} quest, the shuttle will be cheaper than a gravship + [[grav anchor]]. However, the gravship has no weight limit, meaning it can carry any number of items and pawns, and can carry buildings that can't be uninstalled, making it better for extended stays and nomadic colonies. Additionally, nothing prevents you from placing a shuttle on a gravship and using the gravship as a carrier.&lt;br /&gt;
&lt;br /&gt;
A gravship-focused colony is worth a lot of [[wealth]], due to every tile requiring [[steel]] and [[gravlite panel]]s, resulting in larger raids. On Losing is Fun and higher, prudent [[wealth management]] is recommended for gravship colonies.&lt;br /&gt;
&lt;br /&gt;
===Obtaining a Gravship===&lt;br /&gt;
To start building a gravship, a [[grav engine]] must be obtained, either by beginning the game with the gravship start scenario, or obtaining the grav engine via a quest that will cause a grav engine to fall onto the map from space. The grav engine can then be inspected and reinstalled at a more convenient location in order to further expand it. This quest will always appear early into a new game.&lt;br /&gt;
&lt;br /&gt;
To add structures and walls such as [[gravship hull]]s, [[gravship substructure]] must be placed underneath and must be connected to the grav engine. Gravship substructure can be built using [[gravlite panel]]s, which are given in limited supply from the initial grav engine quest as well as further gravship quests. Gravship substructure acts like a floor, and everything must be placed on substructure for it to travel with the gravship.&lt;br /&gt;
&lt;br /&gt;
However, gravships have a limit of 500 tiles of substructure, and all substructure must be placed within a 19-tile radius of the engine. Building [[grav field extender]]s will ease both of these limitations, increasing the tiles and build radius. Any attempt to build beyond the max supported limit of substructure will result in excess substructure, and anything placed upon them, to be left behind on launch. Any invalid substructure tiles will be highlighted in red to indicate that they are not supported and will be left behind.&lt;br /&gt;
&lt;br /&gt;
If a gravship leaves a tile with no [[grav anchor]] installed, then the map will be deleted, and cannot be returned to. Any pawns left behind will be lost. [[Toxic_wastepack|Wastepacks]] left on the map will be dumped.&amp;lt;!--Can this be avoided by burning wastepacks before launch?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expeditions ===&lt;br /&gt;
Make sure to always bring enough resources to survive. Especially important are chemfuel, food, medicine and components to fly, eat, heal and repair.&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
Landing the gravship at a [[site]] owned by another faction is always a raid against that site. Raiding with the grav ship allows most or all of the player's resources to be deployed to the raid and ready for use on arrival. However, there is a risk that all raiders will suffer grav nausea from a mishap.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Landing the gravship directly at a [[faction base]] is a hostile act, and landing nearby (within 4 map tiles) creates a [[colony]], which may impose [[goodwill]] penalties{{Check Tag|Needs Detail|When does first penalty apply?}}. Nevertheless, landing at the minimum permissible distance will ensure a reasonably short caravan. Using the gravship it is possible to reach previously distant faction bases for trade in a reasonable time frame. Once [[passenger shuttle]]s are unlocked, there is nothing stopping the player from having them on the gravship for more convenient trade.&lt;br /&gt;
&lt;br /&gt;
=== Additional modules and buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[Pilot subpersona core]]: Increases piloting efficiency by 15 percent, up to a maximum of 30.&lt;br /&gt;
* [[Fuel optimizer]]: Increases fuel efficiency by 30 percent, up to a maximum of 60.&lt;br /&gt;
* [[Gravcore power cell]]: Passively generates electricity on the ship.&lt;br /&gt;
* [[Signal jammer]]: Allows the gravship to land on heavily-defended orbital locations.&lt;br /&gt;
* [[Gravship shield generator]]: Generates a shield with a radius that blocks incoming ground level and overhead projectiles.&lt;br /&gt;
* [[Oxygen pump]]: Generates breathable air in enclosed areas on the ship.&lt;br /&gt;
* [[Vac barrier]]: Does not block entry, but prevents transfer of gases/vacuum and reduces transfer of temperature.&lt;br /&gt;
* [[Heater|Heaters]]: Generates heat, which is important when travelling to orbit.&lt;br /&gt;
&lt;br /&gt;
===Protecting the Gravship===&lt;br /&gt;
&lt;br /&gt;
Raids, especially fleshbeast attacks from the [[Anomaly]] DLC, can be a great threat for any gravship. Fleshbeasts may tunnel their way into the gravship, or even spawn inside of it occasionally (like during the activation of a [[corrupted obelisk]] or [[noctol]] attack). The player should therefore consider putting thicker walls around important buildings, such as gravcore power cells and other special modules. Another effective way to prevent major damages is to always build two doors (1 vac-barrier and 1 regular door) in order to keep the ship pressurized and prevent enemies from spreading on the ship.&lt;br /&gt;
&lt;br /&gt;
Also consider parking the gravship somewhere else (like on an asteroid) before attempting major raid events, like the Anomaly ending.&lt;br /&gt;
&lt;br /&gt;
===Additional information===&lt;br /&gt;
The game has only one memory slot for a player owned gravship. Attempting to launch two will cause conflicts and cause one of the gravships to stop existing. This only applies if you try to summon a second grav engine through devmode though.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Gases on gravship never dissipate after landing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships no longer clear pollution when landing.&lt;br /&gt;
&lt;br /&gt;
{{Nav|Odyssey|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapon_Guide&amp;diff=178855</id>
		<title>Weapon Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapon_Guide&amp;diff=178855"/>
		<updated>2026-04-03T05:46:26Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a wide variety of weapons available in RimWorld. Using them effectively can give you a sizable advantage against raiders.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are three main categories of weapon this guide will cover:&lt;br /&gt;
* {{Icon Small|Longsword|24}} '''Melee''' - Weapons made for close combat. Enemies are unable to fire guns at melee range, so these weapons have a wide variety of uses, from using hallways to bring enemies to you, to rushing a troublesome [[centipede]].&lt;br /&gt;
* {{Icon Small|Sniper rifle|24}} '''Ranged''' - Weapons that attack from range. There are a wide variety of ranged weapons, from the all-rounder generalists to &amp;quot;specialist&amp;quot; weapons that fit a specific niche.&lt;br /&gt;
* {{Icon Small|Frag grenades|24}} '''Explosive''' - [[Grenades]], launchers, and other oddball weapons/utility items like the [[doomsday rocket launcher]]. In addition to raw explosions, many grenade-type weapons have a special effect, like [[molotov cocktails]] starting [[fire]]. Most explosives do not rely on accuracy, Shooting skill, [[Manipulation]], etc.&lt;br /&gt;
&lt;br /&gt;
There are also three technology levels to consider:&lt;br /&gt;
* {{Icon Small|Short bow|24}}'''Neolithic''' - Bows, spears, and clubs. Often necessary when starting a [[Scenario system#Lost Tribe|Lost Tribe]] or [[Scenario system#Naked Brutality|Naked Brutality]] run, but usually they can be quickly replaced. (Tribal)&lt;br /&gt;
* {{Icon Small|Bolt-action rifle|24}} '''Early Industrial''' - Weaker firearms, like pistols. These weapons are often carried by early pirate [[raider]]s. For the purposes of this guide, this includes any gun from [[Research#Blowback operation|Blowback operation]] and before, as well as medieval technology like [[longsword]]s and [[greatbow]]s. (Earlygame)&lt;br /&gt;
* {{Icon Small|Assault rifle|24}} '''Modern / Spacer''' - Weapons from [[Research#Gas operation|Gas operation]] onwards. Even an endgame colony can find industrial era weapons viable -  [[charge rifle]]s and [[minigun]]s aren't always the best weapon just because they are higher tech. (Midgame)&lt;br /&gt;
&lt;br /&gt;
=== Weapon stats ===&lt;br /&gt;
There are a couple of stats that are particularly important to consider in a weapon:&lt;br /&gt;
* '''DPS''': Damage per second (at a given range), taking into account raw damage, accuracy, firerate, burst count, and armor. This is the primary consideration for most weapons, and for melee weapons in particular.&lt;br /&gt;
* '''Damage type:''' Whenever a weapon checks Sharp, Blunt, or Heat damage, and specific quirks for melee damage. Most ranged weapons deal Sharp damage. In addition, each specific damage type ([[short bow|Arrow]] vs [[recurve bow|ArrowHighVelocity]], for instance) can have different chances to hit different body parts.&lt;br /&gt;
&lt;br /&gt;
Ranged Weapon Stats&lt;br /&gt;
* '''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon hits targets more consistently. Certain weapons are more accurate at certain ranges. The pawn stat, [[Shooting Accuracy]], is separate to the accuracy of the weapon itself. For a full breakdown of mechanics see: [[Weapons#Accuracy|Weapons]]. Due to the specific mechanics of the Shooting Accuracy stat, weapons that deal the majority of their DPS at closer ranges lose less of their DPS than those that do less damage close up but more evenly spread their DPS across a wide band of ranges. Thus, weapons in the former category are considered &amp;quot;skill friendly&amp;quot;, and those in latter are best relegated to pawns with high shooting accuracy. &lt;br /&gt;
* '''Range''': How far a ranged weapon can fire. Whether firing from this range is actually effective is another story.&lt;br /&gt;
* '''Firing Cycle''': Fire rate of a ranged weapon - the combination of warmup, cooldown, and firing time. For the same DPS, a lower firing cycle makes a weapon more flexible, and better for kiting strategies.&lt;br /&gt;
* '''Stopping power:''' A stopping power of 1 or more can stagger, or slow, humans and human-sized enemies. Specifically, if stopping power &amp;gt;= body size, then the enemy will be slowed.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
[[File:Bodyblock_choke.png|250px|thumb|right|You shall not pass.]]&lt;br /&gt;
Melee weapons specialize in hand-to-hand combat.&lt;br /&gt;
&lt;br /&gt;
Pawns who are adjacent to each other are ''forced'' into melee combat, even if they are wielding a [[shotgun]]. A gun's barrel is quite ineffective compared to a sword. Melee lends itself well to disruptive tactics, like rushing down a [[sniper rifle|sniper]] or [[grenades|grenadier]], or peeling off enemies from your gunners. The [[defense tactics#Melee blocking|melee block]] - create a chokepoint with 3 melee outside, where only 1 enemy can melee at a time - is extremely effective against enemy melee foes. You can have gunners fire just behind them.&lt;br /&gt;
&lt;br /&gt;
One of the main cons with melee is that taking damage is unavoidable. Later in the game, and especially with higher [[difficulties]], enemies will vastly outnumber your colony. A 200 tribal [[raid]] will eventually wear down your most well-geared melee fighters, even in the best scenarios. Another con is that melee fighters will often have to approach ranged fighters, meaning melee is poorly suited for open combat against ranged opponents. Also, [[animal]]s will always fight back against melee weapons even with 0% manhunter chance, making them terrible for hunting.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Give your best melee pawns the strongest melee weapons, assuming you desire to get into melee at all.&lt;br /&gt;
** Weapon [[quality]] and [[material]] has a large impact on ''any'' weapon's effectiveness.&lt;br /&gt;
* [[Shield belt]]s are invaluable to give protection against bullets. They give melee pawns a new use - to serve as tanky distractions.&lt;br /&gt;
* Try to avoid using melee in the very early game, unless you outnumber the enemy. Ranged weapons and [[spike trap]]s are stronger than the weaker melee choices.&lt;br /&gt;
&lt;br /&gt;
=== Sharp ===&lt;br /&gt;
{{Recode|section=1|reason=Automate table}}&lt;br /&gt;
* [[Persona monosword]]s {{RoyaltyIcon}} are the strongest sharp weapon, followed by regular [[monosword]]s.{{RoyaltyIcon}}&lt;br /&gt;
* [[Obsidian]]{{OdysseyIcon}} [[longsword]]s are the best craftable sharp weapon, followed by either [[plasteel]] or [[bioferrite]]{{AnomalyIcon}} longswords.&lt;br /&gt;
&lt;br /&gt;
Sharp weapons are the bread and butter of melee weapons. They are the most common type of melee, dealing strong all-round damage. Most sharp weapons have the ''[[Damage types#Cut|Cut]]'' damage type. Cut has a chance to &amp;quot;cleave&amp;quot; through body parts, increasing ''total'' damage but spreading it throughout body parts. &lt;br /&gt;
&lt;br /&gt;
:'''Comparisons to blunt:'''&amp;lt;br&amp;gt;&lt;br /&gt;
At standard qualities, sharp damage is better against unarmored targets while blunt is better against armored. At legendary quality and best types, or at high qualities with a [[melee damage factor]] boost, sharp weapon's {{AP}} is so high that armor practically doesn't matter. Instead, due to blunt damage's superior overkill damage mechanics, blunt is better against humans, while sharp's better overall {{DPS}} means it performs better against large/high HP targets.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When wielded by a base pawn, a legendary [[obsidian]]{{OdysseyIcon}} or [[bioferrite]]{{AnomalyIcon}} longsword will only attack with its blade, due to the [[melee verb selection]] mechanic. This results in these weapons having significantly better performance than normal, with legendary obsidian longsword beating an excellent persona monosword and legendary monosword (which both have a 25% chance to attack with the handle).&lt;br /&gt;
&lt;br /&gt;
However, with a strong enough body part attack, or with a boost to [[melee damage factor]] like the [[strong melee damage]] [[gene]],{{BiotechIcon}} legendary longswords will no longer attack with just the blade. This makes a legendary obsidian/bioferrite longsword somewhat worse by comparison.&lt;br /&gt;
&lt;br /&gt;
The following table compares melee damage on a base pawn (no body part or melee damage factor):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Weapon !! DPS !! AP !! Market Value&lt;br /&gt;
|-&lt;br /&gt;
! Bioferrite Longsword (Excellent)&lt;br /&gt;
| 13.55&lt;br /&gt;
| 52%&lt;br /&gt;
| 355&lt;br /&gt;
|-&lt;br /&gt;
! Bioferrite Longsword (Masterwork)&lt;br /&gt;
| 16.38&lt;br /&gt;
| 63%&lt;br /&gt;
| 590&lt;br /&gt;
|-&lt;br /&gt;
! Bioferrite Longsword (Legendary)&lt;br /&gt;
| 18.64&lt;br /&gt;
| 72%&lt;br /&gt;
| 1185&lt;br /&gt;
|-&lt;br /&gt;
! Monosword (Excellent)&lt;br /&gt;
| 14.49&lt;br /&gt;
| 99%&lt;br /&gt;
| 3000&lt;br /&gt;
|-&lt;br /&gt;
! Monosword (Masterwork)&lt;br /&gt;
| 17.51&lt;br /&gt;
| 120%&lt;br /&gt;
| 4000&lt;br /&gt;
|-&lt;br /&gt;
! Monosword (Legendary)&lt;br /&gt;
| 19.93&lt;br /&gt;
| 136%&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
! Obsidian Longsword (Excellent)&lt;br /&gt;
| 14.59&lt;br /&gt;
| 56%&lt;br /&gt;
| 895&lt;br /&gt;
|-&lt;br /&gt;
! Obsidian Longsword (Masterwork)&lt;br /&gt;
| 17.62&lt;br /&gt;
| 68%&lt;br /&gt;
| 1495&lt;br /&gt;
|-&lt;br /&gt;
! Obsidian Longsword (Legendary)&lt;br /&gt;
| 20.06&lt;br /&gt;
| 78%&lt;br /&gt;
| 2985&lt;br /&gt;
|-&lt;br /&gt;
! Persona Monosword (Excellent)&lt;br /&gt;
| 19.24&lt;br /&gt;
| 100%&lt;br /&gt;
| Dependent on traits&lt;br /&gt;
|-&lt;br /&gt;
! Persona Monosword (Masterwork)&lt;br /&gt;
| 23.25&lt;br /&gt;
| 121%&lt;br /&gt;
| Dependent on traits&lt;br /&gt;
|-&lt;br /&gt;
! Persona Monosword (Legendary)&lt;br /&gt;
| 26.45&lt;br /&gt;
| 138%&lt;br /&gt;
| Dependent on traits&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel Longsword (Excellent)&lt;br /&gt;
| 14.27&lt;br /&gt;
| 44%&lt;br /&gt;
| 1565&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel Longsword (Masterwork)&lt;br /&gt;
| 17.25&lt;br /&gt;
| 53%&lt;br /&gt;
| 2605&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel Longsword (Legendary)&lt;br /&gt;
| 19.63&lt;br /&gt;
| 61%&lt;br /&gt;
| 4045&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
* [[Persona zeushammer]]s {{RoyaltyIcon}} are the strongest blunt weapon, followed by regular [[zeushammer]]s.{{RoyaltyIcon}} Both variants cause a small amount of [[EMP]], stunning turrets and mechanoids for a short time.&lt;br /&gt;
* At legendary quality and/or high quality with a [[melee damage factor]] boost, [[uranium]] [[warhammer]]s{{RoyaltyIcon}} are the best craftable blunt weapon, and second best overall. While [[mace]]s have a better {{DPS}}, warhammers are more likely to one-shot under these conditions.&lt;br /&gt;
* At lower qualities or without [[Royalty]], [[uranium]] [[mace]]s will be the best blunt weapon.&lt;br /&gt;
&lt;br /&gt;
Blunt wounds do not bleed and are often weaker in raw {{DPS}} than sharp counterparts. However, blunt weapons are great for penetrating armor, as most items have a poor Blunt armor rating. They also have a small chance to stun for {{ticks|45}} on hit.&lt;br /&gt;
&lt;br /&gt;
Very high [[quality]] blunt weapons benefit blunt damage's superior overkill damage spread. If a sharp weapon would stab a finger, a blunt weapon would destroy the finger and smash the arm in the process. This makes legendary (persona) zeushammers and warhammers (and to a lesser extent, maces) very consistent at one-shotting enemies.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons to sharp:'''&amp;lt;br&amp;gt;&lt;br /&gt;
At standard qualities and weapon types, sharp damage is better against light armor and blunt damage is better against armored opponents. Maces lose to longswords until facing [[flak vest]]-level armor, and longswords can still harm the unarmored areas of the body better. Regular zeushammers lose to monoswords until facing foes in [[marine armor]], and persona zeushammers lose to persona monoswords until [[cataphract armor|cataphract]]. &lt;br /&gt;
&lt;br /&gt;
However, at legendary quality or with high qualities with a [[melee damage factor]] boost, blunt's superior overkill damage makes blunt better against humans. Sharp weapons will have superior {{DPS}} as well as amazing {{AP}}, so they will perform better against large targets, including (ironically enough) [[centipede]]s.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
* [[Power claw]]s are the strongest melee body part, but lowers [[Moving]] by 8%.&lt;br /&gt;
* [[Flesh tentacle]]s{{AnomalyIcon}} are the second strongest body part and have no penalty, but cannot be installed via traditional means.&lt;br /&gt;
* [[Hand talon]]s{{RoyaltyIcon}} are the strongest body part weapon with no downside that can be installed normally.&lt;br /&gt;
&lt;br /&gt;
[[Artificial body parts]] can be used ''while holding a gun''. Fulfilling the role of a sidearm, these implements are weaker than dedicated melee weapons. You can put these on your frontline gunners, who may not always be able to suppress a swarm of melee combatants. When holding a melee weapon, these parts can slightly increase damage; due to the melee verb system, sometimes the fists / body parts will be used instead of a weapon.&lt;br /&gt;
&lt;br /&gt;
Creating these bionics is an advanced technology, so they are usually reserved for the mid- to late- game. Body parts can also be bought, though the [[surgery]] can be a bottleneck if you don't have a good doctor. Also note that pawns will prioritize their &amp;quot;best&amp;quot; melee attack; only one part is required for gunners.&lt;br /&gt;
&lt;br /&gt;
Body part weapons are also essential for [[#Ghouls|ghouls]],{{AnomalyIcon}} who cannot wield regular weapons.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons to weapons:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Power claws are roughly equal to a normal [[plasteel]] [[longsword]]. [[Hand talon]]s{{RoyaltyIcon}} are stronger than [[elbow blade]]s,{{RoyaltyIcon}} which are stronger than a [[knee spike]],{{RoyaltyIcon}} though knee spikes have more {{AP}}. All three are roughly on-par with a normal steel longsword. Note that combat parts are incompatible with other artifical parts: hand attachments get in the way of a [[field hand]], hand / arm attachments don't work with a [[bionic arm]], and knee spikes don't work with a [[bionic leg]]. [[Venom fangs]]{{RoyaltyIcon}} are the weakest of the bunch, but do not occupy any useful area of the body.&lt;br /&gt;
&lt;br /&gt;
== Melee - Nonhuman ==&lt;br /&gt;
[[File:Elephant.png|thumb|300px|right]]&lt;br /&gt;
=== Animal ===&lt;br /&gt;
* [[Alpha thrumbo]]s{{OdysseyIcon}} and [[thrumbo]]s are the best animal, but are notoriously difficult to tame and keep tame.&lt;br /&gt;
* [[Megasloth]]s, [[elephant]]s, [[rhino]]s, and both [[bear]]s are behind the thrumbo, but can be found in the wild.&lt;br /&gt;
&lt;br /&gt;
Animals are much more expendable than a colonist, and most have a lot more health than a colonist. However, they cannot be drafted, limiting their combat use severely. In addition, they require one or multiple pawns proficient in the Animals skill in order be tamed and trained.  They thus have 2 main uses:&lt;br /&gt;
# Animals trained in ''Attack'' can... attack. They will rush towards nearby enemies, acting as a powerful distraction for your gunners.&lt;br /&gt;
# Animals can be put in an [[allowed area]] in a hallway raiders are passing through. Raiders and the animal will be forced to attack each other, resulting in a melee block scenario. [[Pen animals]] will not be attacked by raiders, and in any case are unable to be zoned.&lt;br /&gt;
&lt;br /&gt;
Animal selection is also limited by [[biome]], and large animals can turn hostile in failed taming attempts.&lt;br /&gt;
&lt;br /&gt;
=== Wild animals ===&lt;br /&gt;
Other than shooting an animal and hoping it attacks the raiders, there are three dedicated ways to make wild animals hostile to your enemies:&lt;br /&gt;
* The [[psychic animal pulser]] and its [[shard animal pulser|shard]] [[biomutation pulser|counterparts]]{{AnomalyIcon}} are a single use item that turns all wild animals on the map manhunter.&lt;br /&gt;
* The [[manhunter pulse]] [[psycast]]{{RoyaltyIcon}} turns all animals in a large, 57-tile radius into manhunters. Reusable.&lt;br /&gt;
* The [[animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents.&lt;br /&gt;
&lt;br /&gt;
For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heavily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
* [[Scyther]]s are the most effective at melee damage, but have low durability.&lt;br /&gt;
* [[Centipede]]s, despite having a ranged weapon, are very durable and have decent melee damage, perhaps beating the [[tunneler]] in a practical scenario.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have all the advantages of being an animal and then some, including the ability to be [[draft]]ed like a colonist. Mechs can be repaired of all damage for just the cost of power and can be resurrected for a couple of [[steel]]. This negates all the long-term problems that lategame melee faces (though mechs are, of course, not invincible).&lt;br /&gt;
&lt;br /&gt;
Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventually [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons'''&amp;lt;br&amp;gt;&lt;br /&gt;
Scythers (2 bandwidth) are the strongest and most effective at melee, and move slightly faster than a baseline human. [[Tunneler]]s (3 bandwidth) have twice the armor of a scyther ''and'' a natural 250 HP [[shield belt]], but are much slower and don't do as much damage. Tunnelers can also mine. [[Centipede]]s (4) and [[diabolus|mechanoid]] [[war queen|commander]]s (5) have similar armor to the tunneler, and have ''much'' higher actual health, while dealing alright damage in melee.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s are incredibly potent at melee. They can be drafted like a regular colonist, do not bleed, do not feel pain or have mental breaks, regenerate HP and lost parts rapidly, and can be easily revived with [[ghoul resurrection serum]]. They are also worth remarkably little [[wealth]] and [[raid points]] when compared to a colonist or mech. While ghouls are limited to unarmed combat, they can be given [[#body parts|body part weapons]], a number of [[Artificial body parts#Ghoul upgrades|ghoul specific implants]], and the [[strong melee damage]] [[gene]].{{BiotechIcon}} See [[Ghoul#The_ideal_ghoul|the ideal ghoul analysis section]] for what else can help a ghoul.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons (ghoul implants)'''&amp;lt;br&amp;gt;&lt;br /&gt;
A [[power claw]] is the strongest body part weapon but it hinders movement. A power claw + [[flesh tentacle]] is the overall strongest combination, as through the [[melee verb selection]] mechanic, this combo will guarantee that the power claw's attack is selected. A power claw + [[wooden hand]] will result in a similar effect, and outdamages a power claw + regular hand. A [[flesh tentacle]] is the second best body part weapon with no downsides, although it must be obtained before ghoulification. A flesh whip can be combined with a flesh tentacle or wooden hand in the same way.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons (to other melee pawns)'''&amp;lt;br&amp;gt;&lt;br /&gt;
While the ''maximum potential'' for a standard human colonist is higher (legendary weapons, [[cataphract armor]], [[shield belt]]s, jumping and other abilities), a ghoul with a body part weapon + [[ghoul barbs]] + [[ghoul plating]] is significantly cheaper and requires much less research, so ghouls are very cost effective, and better than melee colonists in the early- and mid-game.&lt;br /&gt;
&lt;br /&gt;
Animals cannot be manually controlled and require constant taming. [[Friendly mechanoids]]{{BiotechIcon}} are strictly inferior for melee; [[scyther]]s are frailer and weaker than a ghoul with a body part weapon + ghoul barbs + ghoul plating, while being more [[raid points]] and only slightly faster than a base ghoul.&lt;br /&gt;
&lt;br /&gt;
== Ranged - Neolithic ==&lt;br /&gt;
Neolithic weapons are the easiest weapons to craft, available for [[New Tribe]]s and [[Scenario system#Naked Brutality|Naked Brutality]] starts to craft.&lt;br /&gt;
=== Bows ===&lt;br /&gt;
Bows are a mid range, generalist option.&lt;br /&gt;
* {{Icon Small|short bow|24}} [[Short bow]]s are the simplest ranged weapons in the game, only requiring [[wood]] and a [[crafting spot]]. &lt;br /&gt;
* {{Icon Small|recurve bow|24}} [[Recurve bow]]s are a direct upgrade to the shortbow, with an increase to damage, accuracy, and range, for only {{Icon Small|wood}} 10 [[wood]] more. Tribal starts begin with Recurve Bows unlocked, meaning they just need a Crafting skill of 5 to make these. At maximum range, recurve bows are surprisingly competitive with early firearms, especially at high qualities. (These can also be made at a [[crafting spot]].)&lt;br /&gt;
&lt;br /&gt;
Bows are at least ''something'' to fight raiders without having to engage in melee. Even without a single melee fighter, 5 tribals with shortbows can easily repel early game raids. Focus fire on 1 target, and don't let melee enemies too close. [[Door]]s can help with early ranged tactics. For example - place 2 doors on opposite ends of a larger building, and when melee raiders get too close, go to the door on the other side.&lt;br /&gt;
&lt;br /&gt;
Naked Brutality players will want to rely on [[spike trap]]s to kill raiders at first, using the shortbow for hunting and to save on traps. Of course, new tribes (and other colonies) can also use traps to their advantage.&lt;br /&gt;
&lt;br /&gt;
=== Pila ===&lt;br /&gt;
Pila are incredibly short ranged support weapons.&lt;br /&gt;
* {{Icon Small|pila|24}} [[Pila]] are more damaging but less reliable than short bows, and worse for DPS than recurve bows. They have a small range and a massive cooldown, so are poor as standalone weapons. Unlike shortbows but like recurve bows, they can stagger humans. The best use of the pila is a support weapon; place a low-skill fighter with a pila behind melee fighters. They also have some use as a hunting weapon. The high per-shot damage compensates for the lowered range.&lt;br /&gt;
&lt;br /&gt;
Due to its weaknesses and [[Research#Smithing|Smithing]] requirement, pila shouldn't be actively created or sought after. However, a Lost Tribe will start with one.&lt;br /&gt;
&lt;br /&gt;
=== Flamebows ===&lt;br /&gt;
Flamebows are specialist weapons that cause fire.&lt;br /&gt;
* {{Icon Small|Flamebow|24}} [[Flamebow]]s{{BiotechIcon}} create [[fire]] on the tile it lands on. Watch out for your base. Pawns lit on fire will run around wildly, unable to attack until doused. Fire can also be used to quickly [[temperature|heat]] up any place considered &amp;quot;indoors&amp;quot;, causing any enemies to get [[heatstroke]] and burn up. Special traps can be made to take advantage of the heat, just like with [[molotov cocktail]]s. Flamebows cannot be crafted, only bought or dropped from [[impid]] raiders.&lt;br /&gt;
&lt;br /&gt;
== Ranged - Early Industrial ==&lt;br /&gt;
Low-tech, conventional firearms. These weapons are often carried by early pirates and outlanders, such as the [[Raider#Scavenger Gunner|Scavenger Gunner]], [[Raider#Pirate Gunner|Pirate Gunner]], and [[Raider#Town Guard|Town Guard]]. Scavenger gunners and pirate gunners in particular can ''only'' carry these weapons (and the [[incendiary launcher]]). These weapons will eventually be outclassed by superior firearms, like the [[heavy SMG]] and [[chain shotgun]]. So while you ''can'' craft these weapons as soon as you research [[Research#Gunsmithing|Gunsmithing]], many players like to wait to craft the weapons from [[Research#Gas operation|Gas Operation]] and onwards, due to the large increase of effectiveness from the more advanced weapons.&lt;br /&gt;
&lt;br /&gt;
Note that weapon [[quality]] has a large impact on combat. Even if you prefer [[revolver]]s, a ''poor'' [[autopistol]] will likely outperform an ''awful'' [[revolver]], and a ''good'' [[recurve bow]] can outperform both (at maximum range). This applies to all weapons, but especially if you are reliant on obtaining weapons from raiders.&lt;br /&gt;
&lt;br /&gt;
=== Handguns ===&lt;br /&gt;
Handguns are close-mid range, general combat options.&lt;br /&gt;
* {{Icon Small|Revolver|24}} [[Revolver]]s are a low-tier firearm with decent damage at the closer ranges. Revolvers out {{DPS}} autopistols at any range. Unlike many lighter firearms, revolvers can stagger humans, slowing them slightly when a shot hits.&lt;br /&gt;
* {{Icon Small|Autopistol|24}} [[Autopistol]]s fire faster than revolvers, making them more reliable at getting at least ''some'' damage in, despite being weaker. They have the fastest cooldown cycle in the game, lending well to hit-and-run tactics against melee opponents.&lt;br /&gt;
&lt;br /&gt;
As the lowest tech firearms, pistols are weaker than most of the options here, but still better than a recurve bow at all ranges. Inaccurate from max range. Both handguns are roughly the same as each other, but revolvers are better as a support weapon, and autopistols better as a main damage dealer.&lt;br /&gt;
&lt;br /&gt;
=== Long ranged ===&lt;br /&gt;
These options are effective in any situation (outside of close combat), mostly due to the small effective range of contemporary weapons.&lt;br /&gt;
* {{Icon Small|Greatbow|24}} [[Greatbow]]s are on-par with most pistols, but have a higher range. &amp;quot;Greatbows are better than pistols at the pistol's max range&amp;quot;. While costing only wood to create, actually researching greatbows is usually not worth all that effort - even for Tribal starts - when other guns are easy enough to get from raiders. Also, they are outclassed by the bolt-action rifle in every reasonable statistic.&lt;br /&gt;
* {{Icon Small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]]. Best range in this tech level by far, it can shoot just about any enemy as they approach. Like greatbows, they beat pistols at the pistol's max range. Good for open combat, and great for hunting. Preferably used with high-skill shooters. &lt;br /&gt;
&lt;br /&gt;
: Even when you have more advanced weapons, the bolt-action still has a niche. It deals more damage than the sniper while retaining high range. The bolt-action outranges all [[centipede]] variants, and comfortably outranges [[lancer]]s.&lt;br /&gt;
&lt;br /&gt;
Due to enemy AI firing from the closest available cover, meaning they often fire from near-max range, both of these weapons perform very well in the open. Both weapons are good in a long distance firefight, though bolt-action rifles are statistically superior.&lt;br /&gt;
&lt;br /&gt;
=== Short ranged ===&lt;br /&gt;
Pump shotguns are a specialist weapon, great at both support and close-range damage. Machine pistols are strong up close, but a good overall weapon (for its tech level).&lt;br /&gt;
* {{Icon Small|Pump shotgun|24}} [[Pump shotgun]]s are both powerful and accurate, but have a measly 15.9 tile range. Damage is great, and shotguns can stagger pawns as large as [[centipede]]s. &lt;br /&gt;
* {{Icon Small|Machine pistol|24}} [[Machine pistol]]s fire a burst of 3 bullets with a very quick cooldown. Overall DPS beats both handguns up to 19.9 tiles, this weapon's maximum range. It even surpasses the pump shotgun at touch range (3 tiles). Fast cooldown cycle makes it good for hit and run tactics. A clear-cut winner over other pistols.&lt;br /&gt;
&lt;br /&gt;
Short ranged weapons are best used directly behind melee fighters, but remain decent at their maximum range. Like with melee, you can make hallways and tunnels so that you can gun enemies at an effective range. Counter these weapons by using a long range weapon, engaging them in melee, or luring them into [[spike trap]]s before they get too close.&lt;br /&gt;
&lt;br /&gt;
== Ranged - Modern ==&lt;br /&gt;
Ranged weapons unlocked from [[Research#Gas operation|Gas Operation]] and onwards. Most, if not all, of these weapons have ''some'' sort of niche or viability even for late- and end- game colonies.&lt;br /&gt;
&lt;br /&gt;
=== Rifles &amp;amp; SMG ===&lt;br /&gt;
Rifle-class weapons are generalist weapons, dealing great damage at any range.&lt;br /&gt;
* {{Icon Small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. They are very good when outside a [[killbox]] (such as repelling breachers and sappers), and respectable inside of one. If you don't need a [[sniper rifle]]'s range, they are the best general weapon for [[kiting]]. Somewhat skill friendly.&lt;br /&gt;
* {{Icon Small|Heavy SMG|24}} [[Heavy SMG]]s are skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters, mostly due to closer range. They can outdamage even charge rifles at &amp;lt;10 tiles, without the hard range restrictions of a chain shotgun.&lt;br /&gt;
* {{Icon Small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. They are stronger and have more {{AP}} than assault rifles at all ranges, with only 2 tiles less range, so they are better than ARs in a large majority of situations. They also have similar damage to heavy SMGs at close range while being better at long distance combat. However, charge rifles are more expensive than the industrial weapons.&lt;br /&gt;
* {{Icon Small|Hellcat rifle|24}} [[Hellcat rifle]]s{{AnomalyIcon}} are worse as a regular weapon than assault rifles in nearly every aspect, but have an integrated burner, giving them more flexibility against enemies that get too close, particularly [[entities]].&lt;br /&gt;
&lt;br /&gt;
In general, these weapons are great for general purpose combat and base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. &lt;br /&gt;
&lt;br /&gt;
Charge rifles are the best overall weapon if they can be afforded. Assault rifles are cheaper, and can be better for [[kiting]] due to their slightly higher range. Heavy SMGs are even cheaper and can be a great option in short range combat, comparable to the [[chain shotgun]] and charge rifle. Hellcat rifles have extra flexibility due to their burner, giving them a niche when [[Events/Anomaly|Anomaly events]] occur frequently, or against standard melee enemies that breach lines. Note that [[unique weapon]]s{{OdysseyIcon}} with the [[bioferrite burner]] trait, while not at all reliable to obtain, have a similar benefit to the hellcat while not sacrificing performance.&lt;br /&gt;
&lt;br /&gt;
=== Large burst fire ===&lt;br /&gt;
Weapons with a large burst of bullets, but low accuracy and long cooldowns.&lt;br /&gt;
* {{Icon Small|LMG|24}} [[LMG]]s fire a 6-shot spray of bullets. Can stagger humans, but lower single-target DPS than the rifles. The LMG is decent for crowd-control, and a good support weapon. The LMG has a stronger niche with the [[Combat in darkness]] [[precept]]{{IdeologyIcon}} active, becoming a high single-target DPS weapon with the range of a heavy  SMG, but with a slow firing cycle.&lt;br /&gt;
* {{Icon Small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst, a massively heavy SMG. High cost, wildly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in specialized, stationary setups. Extremely powerful in the right situations.&lt;br /&gt;
* {{Icon Small|Beam repeater|24}} [[Beam repeater]]s{{OdysseyIcon}} fire a large burst like a minigun, but are much more accurate, meaning they are more effective against single targets.&lt;br /&gt;
&lt;br /&gt;
Both LMGs and miniguns are decent or good as support weapons, able to mow down crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated when attacking a horde of tribals. They do well in crowded, stationary setups. The minigun is much more extreme - its optimal DPS is miles above any weapon in the game, but the user becomes a sitting duck, and if the intended target dies during the burst then much of the damage is wasted.&lt;br /&gt;
&lt;br /&gt;
Beam repeaters are better against single targets in a controlled setting, but their long firing time and damage, as well as wasted damage if the target is killed during the fire, make them less appealing than standard rifles.&lt;br /&gt;
&lt;br /&gt;
=== Chain shotgun ===&lt;br /&gt;
A very high damage, decent accuracy, low range, specialist weapon.&lt;br /&gt;
* {{Icon Small|Chain shotgun|24}} [[Chain shotgun]]s are the strongest non-minigun, non-consumable weapon in the game, but with pitiful range. Perfect for drop pods and infestations.&lt;br /&gt;
Chain shotguns are amazing when you can expect or force close combat. Infestations are inevitable for mountain bases, while any form of melee block works well for shotguns. These weapons can also work very well inside a specialized killbox; if you can control/expect where [[sapper]]s and [[breacher]]s will go, shotguns can be a very viable weapon as a colony's sole firearm.&lt;br /&gt;
&lt;br /&gt;
=== Sniper rifle ===&lt;br /&gt;
Extreme range, single-shot, specialist weapons.&lt;br /&gt;
* {{Icon Small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but require a lot of time to aim, resulting in low fire rate. On a normal pawn, overall DPS is weaker than a [[bolt-action rifle]]. With [[Aiming Time]] reductions, damage is greatly increased, making it competitive with even [[charge rifle]]s. Regardless, it is useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on Shooting skill.&lt;br /&gt;
&lt;br /&gt;
Sniper rifles are great weapons for kiting stationary enemies and the safest weapon for hunting. Fire a shot, and as enemies approach you, back off until they reset to their original position. They are also great at luring [[siege]]s to assault your colony, assuming the siege doesn't have snipers of their own. &lt;br /&gt;
&lt;br /&gt;
For [[trigger-happy]] [[shooting specialist]]s,{{IdeologyIcon}} who reach an Aiming Time of 1%, sniper rifles become a high {{DPS}} weapon. On paper, for those pawns, an excellent sniper rifle ''beats'' an excellent [[charge rifle]] for average DPS at medium range, and a legendary sniper is on the same league as a legendary assault rifle. However, even with aiming time reductions, sniper rifles are worse in close ranges, and lack burst fire (meaning they are less reliable).&lt;br /&gt;
&lt;br /&gt;
=== Charge lance ===&lt;br /&gt;
High range, single-shot, high AP.&lt;br /&gt;
* {{Icon Small|Charge lance|24}} [[Charge lance]]s have a large per-shot damage and high {{AP}}. However, its range is not much better than an [[assault rifle]], leading to a profile much similar to rifles rather than a sniper. Actual DPS is weaker than the assault rifle. This gives it a weak niche, despite its cost and tech level.&lt;br /&gt;
&lt;br /&gt;
Charge lances are very similar to assault rifles for overall usage, with same damage and range. As its DPS against most targets is lower, this weapon is not recommended to use over assault rifles, at least for most cases. It can be used for dealing with heavily armored enemies, e.g., charge lances perform slightly better than ARs against [[centipede]]s, and much better against [[marine armor]].&lt;br /&gt;
&lt;br /&gt;
=== Beam graser ===&lt;br /&gt;
Low damage, high AP, anti-cover weapon.&lt;br /&gt;
* {{Icon Small|Beam graser|24}} [[Beam graser]]s{{BiotechIcon}} are threatening weapons when used by enemies, but poor weapons for the colony. They excel at getting enemies out of [[cover]], causing [[fire]]s within a small AOE and ignoring cover to some extent. However, they have short range, poor {{DPS}}, and ideally, when in the colony, raiders should not be given cover in the first place. Also, they cannot benefit from [[quality]].&lt;br /&gt;
&lt;br /&gt;
Beam grasers are dedicated anti-cover weapons. This may have some use when actively attacking enemies in the open, but inflexible, as they are poor in nearly any other situation.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius.&lt;br /&gt;
* {{Icon Small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving pawn without the player manually leading the target. Good for fighting enemies in [[cover]]. Can be thrown straight for a few tiles in a hallway, and coupled with their AoE and massive damage, they are devastating against massed melee enemies when placed behind melee blockers. Grenades are also ''very'' effective against structures and walls. Breaking a wall fast is rarely helpful, but this property is great for taking out [[mech cluster]]s.{{RoyaltyIcon}}&lt;br /&gt;
* {{Icon Small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat.&lt;br /&gt;
* {{Icon Small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration and break both [[shield belt]]s and [[low-shield pack]]s,{{RoyaltyIcon}} but are harmless against organic targets. Invaluable for mech raids. Its blast radius is ''much'' bigger than the other grenades. As the blast is bigger than the forced miss radius, these are fairly reliable.&lt;br /&gt;
* {{Icon Small|Tox grenades|24}} [[Tox grenades]]{{BiotechIcon}} create [[tox gas]]. This affects colonists and raiders alike, though you can outfit colonists with [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]]. Tox grenades are best for attacking enemies who are passing through long, winding, and tight corridors, which have no recourse against the poison. [[Vent]]s allow tox gas to transfer between rooms.&lt;br /&gt;
&lt;br /&gt;
=== Launchers ===&lt;br /&gt;
Launchers have a greater range than grenades, but have a ''very'' long cooldown (2nd slowest in the game, just faster than the [[pila]]).&lt;br /&gt;
* {{Icon Small|Incendiary launcher|24}} [[Incendiary launcher]]s create [[fire]], like molotov cocktails, and just as unwieldy. Despite the range, it is no more accurate. Worse than molotovs for creating ground fires, as it shoots slower. As even molotovs aren't great to throw at raiders, these are most often outclassed by the thrown variant.&lt;br /&gt;
* {{Icon Small|EMP launcher|24}} [[EMP launcher]]s stun mechanoids with [[EMP]] damage. They fire slower than EMP grenades, and have a much smaller blast radius than grenades; this usually makes launchers the worse option. While launchers do have a range increase, most mechanoids still outrange it, so this advantage is rather small. Note that Masterwork/Legendary [[quality]] launchers can stun longer than a grenade.&lt;br /&gt;
* {{Icon Small|Smoke launcher|24}} [[Smoke launcher]]s create [[blind smoke]], which ''completely prevents [[turret]]s from locking on''. Some form of smoke is invaluable for taking out turret encampments and [[mech cluster]]s.{{RoyaltyIcon}} Smoke also reduces ranged accuracy for any bullet that passes through. Both colonists and enemies are affected equally, so can be useful to support melee attackers.&lt;br /&gt;
* {{Icon Small|Toxbomb launcher|24}} [[Toxbomb launcher]]s{{BiotechIcon}} also create [[tox gas]]. Fires slower than tox grenades, but extra launcher range makes it better as a support weapon. Make sure colonists in the blast have some form of [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]].&lt;br /&gt;
* {{Icon Small|Incinerator|24}} [[Incinerator]]s,{{AnomalyIcon}} while not a &amp;quot;launcher&amp;quot; by name, cause flames in a similar but more effective manner than incendiary launchers. They also have an integrated burner as a limited-use, but effective means of burning nearby enemies. They are niche support weapons, can be equipped when fighting [[entities]] vulnerable to fire or as a support weapon for pawns poor at shooting.&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
Weapons of mass destruction. Rocket launchers have a large warm-up and cooldown for the user. Targeters can be deployed quickly, but also takes some time to actually start the explosions. All of these are single use, and none can be crafted by a colony.&lt;br /&gt;
* {{Icon Small|Doomsday rocket launcher|24}} [[Doomsday rocket launcher]]s fire 1 large explosion, followed by smaller flame explosions. Extremely effective against humanoid raiders and lighter mechnoids, as a single launch can cause an entire raid to retreat. Available from [[trade]] or quests.&lt;br /&gt;
* {{Icon Small|Triple rocket launcher|24}} [[Triple rocket launcher]]s fire 3 explosions. Each of the three rockets deals the ''same damage'' as the doomsday's main explosion, though with a much smaller radius. Effective against mechanoids and structures in particular, and can still damage a raid quite heavily. Available from [[trade]] or quests.&lt;br /&gt;
* {{Icon Small|Orbital power beam targeter|24}} [[Orbital power beam targeter]]s create a massive, fire-based beam centered on a target in [[line of sight]]. Incredibly powerful against humans, but useless against mechanoids. Can attack through overhead mountain. [[Quest]] only.&lt;br /&gt;
* {{Icon Small|Orbital bombardment targeter|24}} [[Orbital bombardment targeter]]s fire a total of 30 explosions over a large, 20-tile radius. Stronger than a doomsday against large groups, this item is also [[quest]] only.&lt;br /&gt;
* {{Icon Small|Tornado generator|24}} [[Tornado generator]]s create a tornado at your map, on a specific point. This can possibly destroy player structures when used inside your colony, so is mostly useful for offensive operations (or as a last resort). Quest only.&lt;br /&gt;
&lt;br /&gt;
As these are all rare, single-use items, use them for when you can't handle a raid, such as an extra-nasty [[siege]].&lt;br /&gt;
&lt;br /&gt;
=== Mortars ===&lt;br /&gt;
[[Mortar]]s are not handheld weapons, but are weapons nonetheless.&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|Mortar|24}} Mortars have a 500-tile range, but costs a [[mortar shell]] for each shot, and take {{ticks|1800}} to reload. With a massive Forced Miss Radius of 9 tiles (but modified by the user's [[mortar miss radius multiplier]]), they are mostly effective against large groups and/or stationary targets. In addition, they require [[reinforced barrel]]s every 20 rounds. With [[Classic mortars]] enabled, barrels are no longer required but the mortars and shells become more expensive, and the mortar less accurate, to compensate.&lt;br /&gt;
&lt;br /&gt;
Mortars are extremely useful against enemy [[siege]]s. Until they take enough of their own casualties, a siege will continue to lob their own mortar shells, which is devastating to any colony not under overhead mountain. They are also great against other stationary opponents, such as [[crashed ship parts]] or [[mech cluster]]s.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Each mortar shell has its own purpose:&lt;br /&gt;
* {{Icon Small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any stationary target.&lt;br /&gt;
* {{Icon Small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, potentially causing a chain reaction. But, as the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise.&lt;br /&gt;
* {{Icon Small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s,{{RoyaltyIcon}} so that other mortars can attack through the shield.&lt;br /&gt;
* {{Icon Small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The small firefoam radius and introduction of [[firefoam pop pack]]s and [[foam turret]]s make this shell mostly obsolete.&lt;br /&gt;
* {{Icon Small|Smoke shell|24}} [[Smoke shell]]: Creates blind smoke in a large radius. As with the [[smoke launcher]], it prevents turrets from locking on and reduces accuracy. While the smoke shell costs resources for each shot (unlike the free launcher), the shell has a larger radius and can be used from further away.&lt;br /&gt;
* {{Icon Small|Deadlife shell|24}} [[Deadlife shell]]:{{AnomalyIcon}} Creates [[deadlife dust]] within the area, turning corpses into [[shambler]]s. There are unlikely to be corpses at the edge of the map where raiders spawn, and inside a colony, [[IED deadlife trap]]s are more effective, so the actual deadlife shell is of questionable use.&lt;br /&gt;
* {{Icon Small|Antigrain warhead|24}} [[Antigrain warhead]]: A weapon of mass destruction, on and above the level of a doomsday rocket. Quest only, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Global_Learning_Factor&amp;diff=178854</id>
		<title>Global Learning Factor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Global_Learning_Factor&amp;diff=178854"/>
		<updated>2026-04-03T05:45:56Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Skills}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| def name = GlobalLearningFactor&lt;br /&gt;
| label = global learning factor&lt;br /&gt;
| description = A multiplier on the learning rate for all [[skills]].&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0&lt;br /&gt;
| hide at value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| scenario randomizable = true&lt;br /&gt;
| show on animals = false&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 3500&lt;br /&gt;
}}&lt;br /&gt;
Global learning factor is a direct multiplier on the experience gained for skills.&lt;br /&gt;
&lt;br /&gt;
To calculate this value, the game applies any factors to the sum of all offsets and the base 100%. As such, a pawn with the Slow Study gene and the Fast Learner trait has a Global Learning Factor of less than 100%.&lt;br /&gt;
&lt;br /&gt;
Global Learning Factor is only one part of skill XP growth, along with the [[Skills#Passion|Passion Multiplier]] and the base XP from a pawn's action.  The base XP is multiplied by both Global Learning Factor and the Passion Multiplier.  Because they are multiplicative, The Passion Multiplier has a more significant effect on the learning speed of a given skill than the Global Learning Speed does in most cases. Broadly speaking, pawns with even a minor passion and no learning bonuses will typically learn faster than ones that have no passion, even if the latter has positive traits effecting Global Learning Factor.&lt;br /&gt;
&lt;br /&gt;
The global learning factor does not affect the speed in which [[children]] fill their [[Children#Learning|Learning]] need. For that, see the [[Learning Rate Factor]] stat.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
These values act as offsets to Global Learning Factor. That is they are added to the base value of 100%. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.&lt;br /&gt;
* [[Too smart|Too Smart]] trait: {{+|75%}}, while also inflicting a penalty to [[Mental Break Threshold|mental break threshold]].&lt;br /&gt;
* [[Fast learner|Fast Learner]] trait: {{+|75%}}&lt;br /&gt;
* [[Slow learner|Slow Learner]] trait: {{--|75%}}&lt;br /&gt;
* [[Learning assistant]] implant: {{RoyaltyIcon}} {{+|20%}}&lt;br /&gt;
* [[Neural supercharger]] building:{{IdeologyIcon}} {{+|25%}}&lt;br /&gt;
* [[Gene#Quick study|Quick study]] gene:{{BiotechIcon}} {{+|50%}}&lt;br /&gt;
* [[Bliss lobotomy]] hediff:{{AnomalyIcon}} {{--|50%}}&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
* [[Gene#Slow study|Slow study]] gene:{{BiotechIcon}} {{Bad|×50%}}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
The Global Learning Factor of a pawn can be determined by first adding any Offsets to the base factor of 100%, then multiplying by any applicable Factors. as an example, let us determine the Global Learning Factor of a human pawn with the Fast Learner trait, a Learning assistant implant,{{RoyaltyIcon}} and the slow study gene.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
This pawn's Global Learning Factor would be calculated as:&lt;br /&gt;
&lt;br /&gt;
[100%(base) + 75%(Fast Learner) + 20%(Learning assistant)] * 50% = 97.5%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that Global Learning factor will always be multiplied by the pawn's Passion Multiplier to achieve their real learning speed. The chart below shows how Global Learning Factor interacts with Passions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% !! 300% !! 305% !! 320% !! 325% !! 345% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% || {{#expr: 0.35* 300}}% || {{#expr: 0.35* 305}}% || {{#expr: 0.35* 320}}% || {{#expr: 0.35* 325}}% || {{#expr: 0.35* 345}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% || 300% || 305% || 320% || 325% || 345% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% || {{#expr: 1.5* 300}}% || {{#expr: 1.5* 305}}% || {{#expr: 1.5* 320}}% || {{#expr: 1.5* 325}}% || {{#expr: 1.5* 345}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
|- id=&amp;quot;Global Learning Factor&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;GlobalLearningFactor&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;global learning factor&lt;br /&gt;
| A multiplier on the learning rate for all skills.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''Default Base Value:''' {{%|1.0}}&lt;br /&gt;
* '''To String Style:''' PercentZero&lt;br /&gt;
* '''Show On Animals:''' {{Bad|false}}&lt;br /&gt;
* '''Hide At Value:''' {{%|1}}&lt;br /&gt;
* '''Min Value:''' {{%|0}}&lt;br /&gt;
* '''Scenario Randomizable:''' {{Good|true}}&lt;br /&gt;
| -&lt;br /&gt;
| 3500&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scenario_system&amp;diff=178853</id>
		<title>Scenario system</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scenario_system&amp;diff=178853"/>
		<updated>2026-04-03T05:45:48Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
[[File:ChooseScenario.png|500px|thumb|Default scenario choosing window, with the [[Biotech DLC]] installed and one custom-set scenario.]]&lt;br /&gt;
&lt;br /&gt;
The '''scenario system''' allows you to choose, randomize, and customize special situations to play in. Determine the starting situation, type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, traits, and change special rules. In the image on the right, you can see the window for choosing scenarios and the &amp;quot;Open Steam Workshop&amp;quot; button (if you are using the steam version of the game).&lt;br /&gt;
&lt;br /&gt;
==New Tribe vs New Arrivals==&lt;br /&gt;
Starting scenarios can be roughly grouped into one of two types, determined by the faction type the player will inherit. These are:&lt;br /&gt;
*'''New tribes:''' Inherited by the &amp;quot;Lost Tribe&amp;quot; default scenario, and selectable in the scenario editor.&lt;br /&gt;
*'''New arrivals:'''  Inherited by the &amp;quot;Crashlanded&amp;quot;, &amp;quot;Rich Explorer&amp;quot;, and &amp;quot;Naked Brutality&amp;quot; default scenarios, and selectable in the scenario editor.&lt;br /&gt;
&lt;br /&gt;
There are some significant differences between the New Tribe and New Arrivals scenarios. &lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
The most significant difference is the starting [[research]] and the long term effects on research speed. New Tribes begin with a different, and lower tech, set of research projects already completed, as described below. Note that custom and default scenarios may also add additional technologies to these lists.&lt;br /&gt;
&lt;br /&gt;
Furthermore, new tribes start with a tech level of &amp;quot;Neolithic&amp;quot;, while new arrivals begin with a tech level of &amp;quot;Industrial&amp;quot;. This increases the research points required by new tribes by {{Bad|+50%}} per level for technologies above '''Neolithic''', capped at 200% ('''Industrial''').  Note that most techs on the research tree are classified as '''Industrial''' or higher.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=display:inline-table&lt;br /&gt;
|-id=&amp;quot;Tech Packs&amp;quot;&lt;br /&gt;
!  colspan = &amp;quot;2&amp;quot;|  Starting Research&lt;br /&gt;
|-&lt;br /&gt;
! New Tribe !! New Arrivals&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Research#Passive cooler|Passive Cooler]]&lt;br /&gt;
* [[Research#Tree sowing|Tree Sowing]]&lt;br /&gt;
* [[Research#Recurve bow|Recurve Bow]]&lt;br /&gt;
* [[Research#Psychoid brewing|Psychoid Brewing]]&lt;br /&gt;
* [[Research#Pemmican|Pemmican]]&lt;br /&gt;
* [[Research#Fishing|Fishing]]{{OdysseyIcon}}&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
* [[Research#Passive cooler|Passive Cooler]]&lt;br /&gt;
* [[Research#Stonecutting|Stonecutting]]&lt;br /&gt;
* [[Research#Complex clothing|Complex Clothing]]&lt;br /&gt;
* [[Research#Complex furniture|Complex Furniture]]&lt;br /&gt;
* [[Research#Electricity|Electricity]]&lt;br /&gt;
* [[Research#Air conditioning|Air Conditioning]]&lt;br /&gt;
* [[Research#Nutrient paste|Nutrient Paste]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=display:inline-table&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot;| Project tech &amp;lt;br/&amp;gt;level&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot;| Research cost multiplier&lt;br /&gt;
|-&lt;br /&gt;
! New Tribe !! New Arrivals&lt;br /&gt;
|-&lt;br /&gt;
! Neolithic&lt;br /&gt;
| 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! Medieval&lt;br /&gt;
| 150% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! Industrial&lt;br /&gt;
| 200% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! Spacer&lt;br /&gt;
| 200% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! Ultra&lt;br /&gt;
| 200% || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other differences===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=display:inline-table&lt;br /&gt;
|-&lt;br /&gt;
! New Tribe !! New Arrivals&lt;br /&gt;
|-&lt;br /&gt;
| Can build the [[Hoopstone ring]]&amp;lt;br&amp;gt;{{Required Resources|Hoopstone ring}}, {{Q|Hoopstone ring|Work To Make}}&amp;lt;br&amp;gt;(Rec Power: {{%|{{Q|Hoopstone ring|Recreation Power}}}}) &lt;br /&gt;
| Can build the [[Horseshoes pin]]&amp;lt;br&amp;gt;{{Required Resources|Horseshoes pin}}, {{Q|Horseshoes pin|Work To Make}}&amp;lt;br&amp;gt;(Rec Power: {{%|{{Q|Horseshoes pin|Recreation Power}}}})&lt;br /&gt;
|-&lt;br /&gt;
| Can build the [[Game-of-Ur board]]&amp;lt;br&amp;gt;{{Required Resources|Game-of-Ur board}}, {{Q|Chess table|Work To Make}}&amp;lt;br&amp;gt;(Rec Power: {{%|{{Q|Game-of-Ur board|Recreation Power}}}}) &lt;br /&gt;
| Can build the [[Chess table]]&amp;lt;br&amp;gt;{{Required Resources|Chess table}}, {{Q|Chess table|Work To Make}}&amp;lt;br&amp;gt;(Rec Power: {{%|{{Q|Chess table|Recreation Power}}}})&lt;br /&gt;
|-&lt;br /&gt;
| Starting pawns:&lt;br /&gt;
* Have [[Backstories|backstories]] from the &amp;quot;Tribal&amp;quot; category, which have the Natural [[meditation focus]]. This allows most tribals to meditate at the [[Anima tree]].{{RoyaltyIcon}}&lt;br /&gt;
** 3 player created backstories lack the natural mediation focus but can appear as possible starting pawns. These include:&lt;br /&gt;
***Samantha 'Sam' Haxton's Ranger Child&lt;br /&gt;
***Valentin 'Val' Anastasi's Mad scientist&lt;br /&gt;
***Christian 'Wolle' Alberts's Gamer Fanatic&lt;br /&gt;
** Any [[children]]{{BiotechIcon}} of a tribe also gain the natural meditation focus, unless [[Growth vat|Vatgrown]] for enough time.&lt;br /&gt;
* Have a 2% chance to have one of the following artificial body parts: {{Tag List|value=50|techHediffsTags|Poor}}&lt;br /&gt;
| Starting pawns:&lt;br /&gt;
* Have [[Backstories|backstories]] from the &amp;quot;Offworld&amp;quot; category. &lt;br /&gt;
* Have a 3% chance to have one of the following artificial body parts: {{Tag List|value=800|techHediffsTags|Poor|Simple|ImplantEmpireCommon}}&lt;br /&gt;
|- &amp;lt;!-- Resistance is set by Pawn_GuestTracker. Its a random Value * F(initialResistanceRange) + Offset from Royal title, Rounded. F(initialResistanceRange) = [ (maxInclusive - minInclusive) + minInclusive] OR minInclusive (If maxInclusive&amp;lt;= minInclusive).&lt;br /&gt;
Recruitment is handled by InteractionWorker_RecruitAttempt.&lt;br /&gt;
I see no&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
| [[Prisoner#Starting resistance|Recruitment difficulty]] increased by {{Bad|32%}} for the factions: {{Check Tag|This may not be true.}}&lt;br /&gt;
* [[Outlanders]]&lt;br /&gt;
* [[Pirates]]&lt;br /&gt;
| [[Prisoner#Starting resistance|Recruitment difficulty]] increased by {{Bad|32%}} for the factions: {{Check Tag|This may not be true.}}&lt;br /&gt;
* [[Tribal]]s&lt;br /&gt;
|-&lt;br /&gt;
| Tribals forage 70% more food while traveling. See [[Foraging|Caravan]] for details. ||&lt;br /&gt;
|-&lt;br /&gt;
| Can craft the [[tribal headdress]] and [[war mask]] ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2| {{Ideology|section=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Allows the '''Drum party''' [[Ritual]] || Allows the '''Dance party''' [[Ritual]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Starting Memes ===&lt;br /&gt;
 {{Ideology|section=1}}&lt;br /&gt;
In addition to the above, some [[memes]] affect the starting scenario in one or more ways.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=display:inline-table&lt;br /&gt;
|-&lt;br /&gt;
! Meme !! Starts with tech !! Allows to Build !! Others&lt;br /&gt;
|- &lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| - || - || Pawns will start [[Blindness|blinded]]&lt;br /&gt;
|-&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| - || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || -&lt;br /&gt;
|-&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| - || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || Starting Pawns will have [[scar]]s. &amp;lt;br/&amp;gt;Though its memes, 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;
* &amp;quot;Slept in the cold -4&amp;quot;&lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || -&lt;br /&gt;
|-&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| [[Tree sowing]] || - || Though its memes, 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;
* &amp;quot;Slept in the cold -4&amp;quot;&lt;br /&gt;
* &amp;quot;Slept in the heat -4&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| [[Research#Stonecutting|Stonecutting]] || [[Fungal gravel]] || Grants the [[Ideoligion#Small spaces|Small spaces]] meme.&lt;br /&gt;
|-&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Deathrest]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Default Scenarios==&lt;br /&gt;
These four scenarios are in the base game. Each offers a different set of challenges, and encourages different playstyles to a certain extent. For example: you could start off as a 'rich explorer' who came from a high-tech glitterworld but yearned to explore the universe, or you could also start as a desperate tribe that's on the brink of starvation after fleeing from a devastating group of '[[mechanoid|blood machines]]'. On the other hand, you could be managing a few crashlanded civilians who barely escaped an assaulted passenger liner with their lives.&lt;br /&gt;
&lt;br /&gt;
Here are the four scenarios listed in order as shown in game:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=display:inline-table&lt;br /&gt;
!!! Crashlanded !! Lost Tribe !! The Rich Explorer !! Naked Brutality&lt;br /&gt;
|-&lt;br /&gt;
! Summary&lt;br /&gt;
| Three crashlanded survivors - the classic RimWorld experience. || Five lost tribespeople attempt to rebuild. Difficult. ||  One rich explorer out to experience the universe. Extra difficult. ||Naked, alone, and utterly unprepared. Can you survive? Extremely difficult and unfair.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Description&lt;br /&gt;
| rowspan=2|The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld. || Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home.|| People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like.  || You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone and utterly unprepared. Can you survive?&lt;br /&gt;
|-&lt;br /&gt;
| '''Note:''' Since you'll start poor and research slowly, this is a difficult scenario. || '''Note:''' Since your starting character will lack some skills, this is an especially difficult scenario in the early game. || '''Warning:''' There is nothing fair about this scenario - it is extremely difficult and death can happen for any reason.&lt;br /&gt;
|-style=&amp;quot;text-align: center; vertical-align: middle;&amp;quot;&lt;br /&gt;
! Scenario Type&lt;br /&gt;
| New Arrivals || New Tribe || New Arrivals || New Arrivals&lt;br /&gt;
|-&lt;br /&gt;
! Starting pawns&lt;br /&gt;
| Start with three people, chosen from eight&lt;br /&gt;
* Arrive in drop pods&lt;br /&gt;
* 50% chance of having [[cryptosleep sickness]] (Only lasts 3.2 to 4.8 in-game hours)&lt;br /&gt;
* All potential options will have backstories from the &amp;quot;Offworld&amp;quot; category.&lt;br /&gt;
|Start with five people, chosen from eight&lt;br /&gt;
* They have a 50% chance of starting with [[malnutrition]]&lt;br /&gt;
** Severity ranges from 20% (minor) to 40% (moderate)&lt;br /&gt;
* They will have a 'food' need between 0-10%&lt;br /&gt;
* All potential options will have backstories from the &amp;quot;Tribal&amp;quot; category.&lt;br /&gt;
| Start with one person, chosen from eight&lt;br /&gt;
* Arrive in drop pods&lt;br /&gt;
* All potential options will have backstories from the &amp;quot;Offworld&amp;quot; category.&lt;br /&gt;
| Start with one person, chosen from eight&lt;br /&gt;
* All potential options will have backstories from the &amp;quot;Offworld&amp;quot; category.&lt;br /&gt;
|-&lt;br /&gt;
! Starting Pet&lt;br /&gt;
| One random pet, which will be bonded to a random colonist&lt;br /&gt;
| 3 random pets&lt;br /&gt;
* Has a 100% chance of being bonded with random colonists&lt;br /&gt;
* Has a 100% chance of being bonded with the starting colonist&lt;br /&gt;
| One random pet, which will be bonded to the starting colonist&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
! Starting Techs&lt;br /&gt;
|&lt;br /&gt;
* [[Scenario system#Tech Packs|New Arrival Package]]&lt;br /&gt;
|&lt;br /&gt;
* [[Scenario system#Tech Packs|New Tribe Package]]&lt;br /&gt;
|&lt;br /&gt;
* [[Scenario system#Tech Packs|New Arrival Package]]&lt;br /&gt;
* [[Research#Smithing|Smithing]]&lt;br /&gt;
* [[Research#Machining|Machining]]&lt;br /&gt;
* [[Research#Gunsmithing|Gunsmithing]]&lt;br /&gt;
* [[Research#Blowback Operation|Blowback Operation]]&lt;br /&gt;
* [[Research#Gun turrets|Gun Turrets]]&lt;br /&gt;
|&lt;br /&gt;
* [[Scenario system#Tech Packs|New Arrival Package]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=3 | Starting Supplies&lt;br /&gt;
|&lt;br /&gt;
* 800 [[silver]]&lt;br /&gt;
* 50 [[packaged survival meal]]s (around 8 days worth of food)&lt;br /&gt;
* 30 [[components]]&lt;br /&gt;
* 30 [[medicine]]&lt;br /&gt;
|&lt;br /&gt;
* 200 [[silver]]&lt;br /&gt;
* 400 [[pemmican]] (slightly more than 2 day's worth of food, 300 pre-Beta 19)&lt;br /&gt;
* 20 [[herbal medicine]]&lt;br /&gt;
|&lt;br /&gt;
* 2,000 [[silver]]&lt;br /&gt;
* 40 [[packaged survival meal]]s (around 20 days worth of food)&lt;br /&gt;
* 30 [[component]]s&lt;br /&gt;
* 30 [[glitterworld medicine]]&lt;br /&gt;
* 30 [[gold]]&lt;br /&gt;
|&lt;br /&gt;
* No supplies&lt;br /&gt;
|-&lt;br /&gt;
| Nearby building materials&lt;br /&gt;
* 450 [[steel]]&lt;br /&gt;
* 300 [[wood]]&lt;br /&gt;
| Nearby building materials&lt;br /&gt;
* 500 [[wood]]&lt;br /&gt;
| Nearby building materials&lt;br /&gt;
* 450 [[steel]]&lt;br /&gt;
* 300 [[wood]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;&amp;gt;| -&lt;br /&gt;
|-&lt;br /&gt;
|Various resources scattered around the map&lt;br /&gt;
* 3 [[ship chunk]]s&lt;br /&gt;
* 720 [[steel]]&lt;br /&gt;
* 7 [[packaged survival meal]]s&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;&amp;gt;| - ||style=&amp;quot;text-align: center&amp;quot;&amp;gt;| -&lt;br /&gt;
| 1 to 2 [[steel slag chunk]]s from the drop pod.&lt;br /&gt;
|-&lt;br /&gt;
! Others&lt;br /&gt;
| Start with three normal-quality weapons&lt;br /&gt;
* 1 [[bolt-action rifle]]&lt;br /&gt;
* 1 [[revolver]]&lt;br /&gt;
* 1 plasteel [[knife]]&lt;br /&gt;
&lt;br /&gt;
Start with three pieces of armor (in addition to synthread clothes)&lt;br /&gt;
* 1 plasteel [[flak helmet]]&lt;br /&gt;
* 1 [[flak pants]]&lt;br /&gt;
* 1 [[flak vest]]&lt;br /&gt;
| Start with 6 weapons&lt;br /&gt;
* 2 [[short bow]]s&lt;br /&gt;
* 1 bundle of [[pila]]&lt;br /&gt;
* 1 wooden [[club]]&lt;br /&gt;
* 1 steel [[ikwa]]&lt;br /&gt;
* 1 [[Jade knife]] (unique item to this scenario only)&lt;br /&gt;
|&lt;br /&gt;
Start with a high-tech weapon&lt;br /&gt;
* 1 [[charge rifle]]&lt;br /&gt;
&lt;br /&gt;
| Colonist arrives naked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=display:inline-table&lt;br /&gt;
!!! The Mechanitor !! The Sanguophage&lt;br /&gt;
|-id=&amp;quot;Biotech Scenarios&amp;quot;&lt;br /&gt;
! Summary&lt;br /&gt;
| One mechanitor and a few servant mechanoids. || One crashlanded sanguophage needing blood to survive, and one human colonist.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Description&lt;br /&gt;
| You knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength, others became fearful. It became clear you needed to get away from the influence of humanity. Now you've migrated to this sparsely-populated rimworld with some of your metallic helpers. Finally, you have the space to grasp your true potential!&lt;br /&gt;
| When a dark stranger offered you a cure for your cancer, you were ready to agree to anything. He made you into a sanguophage - an immortal blood-drinker hated by a thousand religions. You hid your condition for years, but eventually a hunter tracked you down. Stowing away on the first starship leaving the system, you barely escaped alive.&lt;br /&gt;
|-&lt;br /&gt;
| '''Note:''' Since your starting character will lack some skills, this is a difficult scenario. || '''Note:''' Sanguophages have unique strengths and weaknesses, which makes this a difficult scenario. &lt;br /&gt;
|-&lt;br /&gt;
! Scenario Type&lt;br /&gt;
| colspan=2 | {{center|New Arrivals}}&lt;br /&gt;
|-&lt;br /&gt;
! Starting pawns&lt;br /&gt;
| Start with one person, chosen from eight&lt;br /&gt;
* They will always be a [[mechanitor]]&lt;br /&gt;
* Forced trait: [[Recluse]]&lt;br /&gt;
* Forbidden traits: [[Body purist]], [[Psychically dull]], [[Psychically deaf]]&lt;br /&gt;
* They will always be capable of Intellectual&lt;br /&gt;
* They will always be equipped with:&lt;br /&gt;
** 1x [[Flak vest]]&lt;br /&gt;
** 1x [[Duster]]&lt;br /&gt;
** 1x [[Button-down shirt]]&lt;br /&gt;
** 1x [[Pants]]&lt;br /&gt;
** 1x [[Airwire headset]]&lt;br /&gt;
** 1x Masterwork [[Biocoded]] [[Autopistol]]&lt;br /&gt;
* Arrive in drop pods&lt;br /&gt;
* All potential options will have backstories from the &amp;quot;Offworld&amp;quot; category.&lt;br /&gt;
| Starts with 2 persons:&lt;br /&gt;
* One adult/children [[sanguophage]] and one baseliner colonist of any age.&lt;br /&gt;
* Arrive in drop pods&lt;br /&gt;
|-&lt;br /&gt;
! Starting Mechanoids&lt;br /&gt;
|&lt;br /&gt;
* 1 [[Lifter]]&lt;br /&gt;
* 1 [[Constructoid]]&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;&amp;gt;| -&lt;br /&gt;
|-&lt;br /&gt;
! Starting Techs &lt;br /&gt;
|&lt;br /&gt;
* [[Scenario system#Tech Packs|New Arrival Package]]&lt;br /&gt;
* [[Microelectronics]]&lt;br /&gt;
* [[Basic mechtech]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
|&lt;br /&gt;
* [[Scenario system#Tech Packs|New Arrival Package]]&lt;br /&gt;
* [[Research#Deathrest|Deathrest]]&lt;br /&gt;
|-&lt;br /&gt;
! Starting Supplies&lt;br /&gt;
|&lt;br /&gt;
* 1,000 [[silver]]&lt;br /&gt;
* 40 [[packaged survival meal]]s (around 20 days worth of food)&lt;br /&gt;
* 55 [[component]]s&lt;br /&gt;
* 10 [[medicine]]&lt;br /&gt;
* 100 [[plasteel]]&lt;br /&gt;
* 900 [[steel]]&lt;br /&gt;
* 300 [[wood]]&lt;br /&gt;
* 5 [[Basic subcore]]&lt;br /&gt;
|&lt;br /&gt;
* 2,000 [[silver]]&lt;br /&gt;
* 30 [[packaged survival meal]]s (around 15 days worth of food)&lt;br /&gt;
* 10 [[component]]s&lt;br /&gt;
* 20 [[medicine]]&lt;br /&gt;
* 100 [[plasteel]]&lt;br /&gt;
* 200 [[steel]]&lt;br /&gt;
* 200 [[wood]]&lt;br /&gt;
* 30 [[Hemogen pack]]&lt;br /&gt;
* 1 Masterwork Steel [[Longsword]]&lt;br /&gt;
|-&lt;br /&gt;
! Others&lt;br /&gt;
| The exostrider remains that usually spawn on the starting map will also be disabled. ||style=&amp;quot;text-align: center&amp;quot;&amp;gt;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=display:inline-table&lt;br /&gt;
|- id=&amp;quot;The Anomaly&amp;quot;&lt;br /&gt;
! colspan=2 | The Anomaly&lt;br /&gt;
|-&lt;br /&gt;
! Summary&lt;br /&gt;
| Three researchers and a ghoul investigate an ancient monolith.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Description&lt;br /&gt;
| Your research expedition has finally arrived at the source of the anomalous signal: an ancient archotech monolith on a distant planet. As you survey the structure from orbit, the scanner's audio feed forms garbled syllables which repeat your own name over and over. Your crewmate screams as her flesh begins flowing and reforming. A blinding beam of energy reaches up from the planet and tears your research vessel apart. You have disturbed something ancient and inhuman.&lt;br /&gt;
|-&lt;br /&gt;
| '''Note:''' This is a difficult scenario and is not recommended for new players.&lt;br /&gt;
|-style=&amp;quot;text-align: center; vertical-align: middle;&amp;quot;&lt;br /&gt;
! Scenario Type&lt;br /&gt;
| {{Hover title|As New Arrivals, but with lab coats and relevant backstories|Research Expedition}}&lt;br /&gt;
|-&lt;br /&gt;
! Starting pawns&lt;br /&gt;
| Start with one ghoul and three colonists.&lt;br /&gt;
* Arrive in drop pods&lt;br /&gt;
* Each pawn has a 4% chance{{Check Tag|Each?|Is this a 4% chance of one of the options being selected (e.g. 1% chance of stomach), a 4% chance for each exclusive of all others i.e. 84% chance of nothing, 4% stomach, etc, or each rolling a chance independently of each other (whether it be 4 or 1% each) (e.g. 4% of pawns have a stomach, 4%*4%=0.16% have a stomach and lung etc.}} of having a [[flesh tentacle]], [[flesh whip]], [[fleshmass lung]], or [[fleshmass stomach]]. A pawn can end up with more than one flesh part this way.&lt;br /&gt;
|-&lt;br /&gt;
! Starting Techs&lt;br /&gt;
| Start with technology already researched&lt;br /&gt;
* [[Scenario system#Tech Packs|New Arrival Package]]&lt;br /&gt;
* [[Research#Security door|Security door]]&lt;br /&gt;
* [[Research#Battery|Battery]]&lt;br /&gt;
|-&lt;br /&gt;
! Starting Supplies&lt;br /&gt;
|&lt;br /&gt;
* 50 [[packaged survival meal]]s (around 16 days worth of food)&lt;br /&gt;
* 100 [[twisted meat]]&lt;br /&gt;
* 45 [[medicine]]&lt;br /&gt;
* 45 [[component]]&lt;br /&gt;
* 1 [[holding platform]]&lt;br /&gt;
* 1 [[proximity detector]]&lt;br /&gt;
* 2 [[Quality|normal]] [[textbook]]s&lt;br /&gt;
* 1 [[Quality|good]] [[tome]]&lt;br /&gt;
* 1 [[Quality|normal]] [[pump shotgun]]&lt;br /&gt;
* 1 [[Quality|normal]] [[Steel]] [[knife]]&lt;br /&gt;
* 1 [[shard]]&lt;br /&gt;
* 2 [[turret pack]]s&lt;br /&gt;
* 100 [[bioferrite]]&lt;br /&gt;
* 250 [[wood]]&lt;br /&gt;
* 800 [[steel]]&lt;br /&gt;
* 70 [[plasteel]]&lt;br /&gt;
* Various resources scattered around the map&lt;br /&gt;
** 5 [[ship chunk]]s&lt;br /&gt;
** 700 [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
! Others&lt;br /&gt;
|&lt;br /&gt;
* After 12-15 days, a [[Event#Transport pod crash (Ghoul)|ghoul transport pod crash incident]] will occur.&lt;br /&gt;
* The [[monolith]] is activated from the start&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=display:inline-table&lt;br /&gt;
! colspan=2 | The Gravship&lt;br /&gt;
|- id=&amp;quot;The Gravship&amp;quot;&lt;br /&gt;
! Summary&lt;br /&gt;
| A crew of three hunted by mechanoids.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Description&lt;br /&gt;
| Your gravship sits docked at the orbital relay. As your crew begins to salvage the equipment, you realize that this isn't ancient human tech - it's a mechanoid beacon. The relay crackles to life and broadcasts its war alert to a distant mechhive. They're hunting you now, and they will eventually find you wherever you go.&lt;br /&gt;
|-&lt;br /&gt;
| '''Note:''' This is a difficult scenario and is not recommended for new players.&lt;br /&gt;
|-style=&amp;quot;text-align: center; vertical-align: middle;&amp;quot;&lt;br /&gt;
! Scenario Type&lt;br /&gt;
| Gravship Crew&lt;br /&gt;
|-&lt;br /&gt;
! Starting pawns&lt;br /&gt;
| Start with three people, chosen from eight&lt;br /&gt;
* They will always be able to perform [[Intellectual]] works.&lt;br /&gt;
* Arrive in a pre-built [[gravship]].&lt;br /&gt;
|-&lt;br /&gt;
! Starting Techs&lt;br /&gt;
| Start with technology already researched&lt;br /&gt;
* [[Scenario system#Tech Packs|New Arrival Package]]&lt;br /&gt;
* [[Research#Basic gravtech|Basic gravtech]]&lt;br /&gt;
* [[Research#Biofuel refining|Biofuel refining]]&lt;br /&gt;
|-&lt;br /&gt;
! Starting Supplies&lt;br /&gt;
|&lt;br /&gt;
* 100 [[chemfuel]]&lt;br /&gt;
* 250 [[wood]]&lt;br /&gt;
* 60 [[packaged survival meal]]&lt;br /&gt;
* 40 [[medicine]]&lt;br /&gt;
* 40 [[components]]&lt;br /&gt;
* 1 [[autopistol]]&lt;br /&gt;
* 1 [[machine pistol]]&lt;br /&gt;
* 1 [[breach axe]]&lt;br /&gt;
* 350 [[steel]]&lt;br /&gt;
* All buildings on the gravship {{Check Tag|What?|How many of each buildings?}}&lt;br /&gt;
* Various resources scattered around the map&lt;br /&gt;
** 300 [[silver]]&lt;br /&gt;
** 500 [[steel]]&lt;br /&gt;
** 400 [[gravlite panel]]s&lt;br /&gt;
|-&lt;br /&gt;
! Others&lt;br /&gt;
|&lt;br /&gt;
* Forced map: Orbital Relay in [[orbit]]&lt;br /&gt;
** The usual starting tile selection screen during world creation will not be shown. Instead the player will start on a random tile in [[orbit]].{{Check Tag|How random?|How does the game chose which tile to start on (is there any preferences, can it be near the poles?)}}&lt;br /&gt;
* [[Mechanoid]] will chase after the player&lt;br /&gt;
** When started, the game will give a warning after 45 seconds about the pursuing mechanoids. The mechanoids will always arrive after 12 hours of starting.&lt;br /&gt;
** When on any tile other than the [[mechhive]], the mechanoids raid will happen after anywhere between 18 to 35 days after the player first landed their [[gravship]] on that tile. The warning message will be sent after 14 to 16 days.&lt;br /&gt;
** The mechanoid will launch 2 raids. The first raid will have a minimum [[raid point]]s of 2000 and a raid point multiplier of 1.5. The second raid, arriving 12 hours after the first one, will have a minimum raid points of 8000 and a raid point multiplier of 2. Should the player survive both raids, the mechanoids will stop pursuing them on that tile, as long as the player doesn't land their [[gravship]] back on that same map.&lt;br /&gt;
** Landing a [[gravship]] on a map resets both the warning message timer as well as the raid timer of that map.&lt;br /&gt;
** The mechanoids will only raid the player if they still have their [[grav engine]].&lt;br /&gt;
** Completion of the [[Endings#Odyssey|odyssey ending]] will stop the pursuit, regardless of which option the player chose.&lt;br /&gt;
* The Mechanoid Signal quest to get a new [[grav engine]] will not be available.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scenario editor ==&lt;br /&gt;
[[File:ScenarioEditor.png|200px|thumb|Scenario edit mode]]&lt;br /&gt;
The scenario editor looks somewhat like the default scenario choosing window except for the left side of the page has changed, there are now three buttons: Load, which you can use to load your previously saved custom scenarios. Save, which is used to save your custom scenarios. And randomize seed, which is used to randomize the scenario. Under these buttons is the Edit mode, which you can toggle to open a window like the one on the bottom-right.&lt;br /&gt;
&lt;br /&gt;
=== Edit mode ===&lt;br /&gt;
{{Stub|section=1|reason=Inadequate detail on what options are and mean}}&lt;br /&gt;
In this mode, you can change a scenario however you want. Each of the parts on the right of the window is explained below, including the possible inputs.&lt;br /&gt;
&lt;br /&gt;
==== Mandatory parts ==== &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Part name&lt;br /&gt;
! Description&lt;br /&gt;
! Possible inputs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Title&lt;br /&gt;
| The title for the scenario.&lt;br /&gt;
| Text&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Summary&lt;br /&gt;
| A short version of the description for the scenario.&lt;br /&gt;
| Text&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| The description for the scenario.&lt;br /&gt;
| Text&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Player faction&lt;br /&gt;
| The type of faction you will run. (changes what research you have and don't have)&lt;br /&gt;
| New Arrivals&amp;lt;br&amp;gt;New Tribe&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Starting people&lt;br /&gt;
| The number of people you will start with.&lt;br /&gt;
| Number (max 10)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Starting people {{BiotechIcon}}&lt;br /&gt;
| The number of people you will start with and what kind of xeno races. (More can be added)&lt;br /&gt;
| Number (max 10)&amp;lt;br&amp;gt;Racetype&amp;lt;br&amp;gt;Required? (Cannot go below 1)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Arrival method&lt;br /&gt;
| How your colonists will arrive.&lt;br /&gt;
| Standing&amp;lt;br&amp;gt;Drop pods&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Voluntary parts ====&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Part name&lt;br /&gt;
! Description&lt;br /&gt;
! Possible inputs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Allowed age range&lt;br /&gt;
| The biological age range of your starting colonists.&lt;br /&gt;
| Number slider (min 15, max 120)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Characters explode on death&lt;br /&gt;
| Self explanatory. Number determines radius.&lt;br /&gt;
| Number (max 1000000000) and type of explosion (bomb or flame)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Create incident&lt;br /&gt;
| Creating of an [[events|incident]] for the colony, with the option to repeat every X days.&lt;br /&gt;
| Number (max 1000000000)&amp;lt;br /&amp;gt;Repeat checkbox&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Disable exostrider remains {{BiotechIcon}}&lt;br /&gt;
| Disable chance of exostrider remains showing up. Recommended not to start without [[Mechanitor]] as this disables the ability to get the required implant for Mechanoid control.&lt;br /&gt;
| None (Only can be added once)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Disable incident&lt;br /&gt;
| Disabling of an incident for the colony.&lt;br /&gt;
| Any incident&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Disallow building&lt;br /&gt;
| Disallows a building from being built.&lt;br /&gt;
| Any building&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Forced health condition&lt;br /&gt;
| Forces the characters specified to have a specific health condition.&lt;br /&gt;
| Type of health condition&amp;lt;br /&amp;gt;Severity of the condition&amp;lt;br /&amp;gt;Chance for having the condition&amp;lt;br /&amp;gt;Who will have the condition&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Forced trait&lt;br /&gt;
| Forces the characters specified to have a specific trait.&lt;br /&gt;
| Trait&amp;lt;br /&amp;gt;Chance for having the trait&amp;lt;br /&amp;gt;Who will have the trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Game start dialog&lt;br /&gt;
| Text shown at the start of the game&lt;br /&gt;
| Text&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Naked&lt;br /&gt;
| Chance of colonists or planet inhabitants being naked&lt;br /&gt;
| Chance of nudity&amp;lt;br /&amp;gt;Who will be naked&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Permanent game condition&lt;br /&gt;
| Forces the world to have a constant planetary effect&lt;br /&gt;
| Game condition &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Permanent map condition&lt;br /&gt;
| Forces the map to have the specified map condition permanently on&lt;br /&gt;
| Map condition&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Planetkiller weapon incoming&lt;br /&gt;
| Makes the game end after a specified amount of days&lt;br /&gt;
| Number (max 1000000000)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Scattered randomly&lt;br /&gt;
| Makes the game scatter the specified items randomly around the map.&lt;br /&gt;
| Item&amp;lt;br /&amp;gt;Number (max 100000000000)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Set need level&lt;br /&gt;
| Sets the starting level of need until the characters can restore themselves.&lt;br /&gt;
| Need&amp;lt;br /&amp;gt;Severity of need&amp;lt;br /&amp;gt;Chance&amp;lt;br /&amp;gt;Who the need is applied to &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Start near&lt;br /&gt;
| Makes the game spawn the specified items near your starting location.&lt;br /&gt;
| Item&amp;lt;br /&amp;gt;Number (max 100000000000)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Start with&lt;br /&gt;
| Makes the game drop the specified items to your starting location.&lt;br /&gt;
| Item&amp;lt;br /&amp;gt;Number (max 100000000000)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Start with animal(s)&lt;br /&gt;
| Makes the game start you with the specified animals as pets.&lt;br /&gt;
| Number (max 100000000000)&amp;lt;br&amp;gt;Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Start with mechanoid{{BiotechIcon}}&lt;br /&gt;
| Makes the game start you with the specified controllable mechanoids&lt;br /&gt;
| Number (max 100000000000)&amp;lt;br&amp;gt;Mechanoid&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Start with research&lt;br /&gt;
| Makes the game start you with the specified research.&lt;br /&gt;
| Research&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stat multiplier&lt;br /&gt;
| The multiplier for [[Stat]]s&lt;br /&gt;
| Number (max 10000)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These parts are self explanatory and require no input: Cannot mine, cannot sow, cannot tame and cannot hunt.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Colonies now start with a pet.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Scenario system added. The previous default experience is now the Crashlanded scenario.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Naked Brutality scenario added.&lt;br /&gt;
* ? - Crashlanded scenario's starting packaged survival meals increased from 44 to 50. &lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Scenario text cut off if tiny text is disabled.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: You can start as a psychically deaf mechanitor. &lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at tribal game start don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
* [[Version/1.5.4069|1.5.4069]] - Update The Anomaly scenario to start with three (up from two) researchers and a ghoul. Also increased number of packaged survival meals from 45 to 50. &lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Roles&amp;diff=178852</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Roles&amp;diff=178852"/>
		<updated>2026-04-03T05:45:42Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|section=1|reason=1) Needs mechanical detail beyond just what the stats are and the tables cover. Inc but not limited to: Minimum age or lack thereof 2) Ability details}}&lt;br /&gt;
{{See also|Ideoligion}}&lt;br /&gt;
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: '''Leader''' and '''Moral Guide'''. There can be only 1 leader globally, and 1 Moral Guide per ideoligion.&lt;br /&gt;
&lt;br /&gt;
Additionally, each ideoligion grants up to 2 types of [[specialist]]s; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
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;
* Pawns can only hold one role at a time.&lt;br /&gt;
* All roles lose [[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;
* A simple ritual is required to assign, remove, or change a role.&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;
== Mandatory Roles ==&lt;br /&gt;
The leader and moral guide roles are mandatory and cannot be removed. 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;
=== 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/gametime|600000}}&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]] {{RoyaltyIcon}}&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;
* The leader must be able to speak to use this ability.&lt;br /&gt;
|- id=&amp;quot;Work drive&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% for 3 days on another single colonist or slave.&lt;br /&gt;
* AoE: another target colonist or slave.&lt;br /&gt;
* Duration: {{Ticks/gametime|180,000}}&lt;br /&gt;
** Work drive: Tripled increases the duration to 9 days.&lt;br /&gt;
* The leader can use this ability even if they are unable to speak.&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/gametime|60,000}}&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
* The leader can use this ability even if they are unable to speak.&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;
* The leader must be able to speak to use this ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Moral guide ===&lt;br /&gt;
{{Stub|section=1|reason=More ability details}}&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers.&lt;br /&gt;
&lt;br /&gt;
It requires at least 3 colonists with the same ideoligion to activate: [[Slave]]s, [[prisoners]], and quest lodgers do not count. 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;
Unlike Leaders, Moral Guides are '''not''' restricted to any Supreme gender selected, the game could randomly add this restriction, but the player could choose the desired option by regenerating the role.&lt;br /&gt;
{{Clear}}&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;
Moral guides get a 2x multiplier to the efficacy of their [[Conversion]] attempts.&lt;br /&gt;
&lt;br /&gt;
Moral guide abilities share a cooldown of {{Ticks/gametime|180000}}.&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;
Choose a target who does not share the moral guide's ideoligion. The moral guide will walk over to him and preach for a while.&lt;br /&gt;
* The target's [[Certainty]] is reduced by a certain amount, taking into account things like the moral guide's [[Conversion Power]] and the target's [[Global Certainty Loss Factor]] (see [[Conversion]] for details).&lt;br /&gt;
* If the ability would bring the target's Certainty to 0 or below, they are converted to the moral guide's ideoligion.&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. || Perform a [[Rituals|Conversion ritual]] on a target who does not share the moral guide's ideoligion.&lt;br /&gt;
* The Conversion ritual can only be started if the Convert ability is not on cooldown.&lt;br /&gt;
* Depending on the outcome, the target may gain or lose [[Certainty]]. If a loss would bring his certainty to 0 or below, they are converted to the moral guide's ideoligion.&lt;br /&gt;
* The ritual, unlike the Convert ability, is not affected by [[Conversion Power]] or [[Global Certainty Loss Factor]]. Instead, the moral guide's [[Social Impact]] and convertee's [[expectations]], as well as the participant count and room [[impressiveness]],  determine the outcome.&lt;br /&gt;
* Cooldown: The ritual has a reduced quality if repeated within 20 days. In addition, performing the ritual triggers the 3 day cooldown of the Convert 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;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/gametime|60,000}}&lt;br /&gt;
Can only be used on pawns who share the moral guide's ideoligion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Specialists ==&lt;br /&gt;
Specialists are roles that focus on a specific type of task at the expense of most others. Each ideoligion may include at most two different specialist roles, if it has compatible memes. &lt;br /&gt;
&lt;br /&gt;
To be assigned as a Specialist, a pawn must: &lt;br /&gt;
* Belong to an ideoligion that includes that role &lt;br /&gt;
* Have a minimum of 6 in the relevant Skill&lt;br /&gt;
* Be capable of performing work activities relevant to that role&lt;br /&gt;
&lt;br /&gt;
There are two benefits to being a Specialist. One is a passive bonus to all the pawn's work activities within its specialty. The other is a command manually activated by the player, which gives a temporary benefit to either the specialist, to a target, or to all allies nearby. &lt;br /&gt;
&lt;br /&gt;
The drawback is that a Specialist refuses to do most other kinds of work. &lt;br /&gt;
&lt;br /&gt;
Unlike the Leader and Moral Guide roles, each Specialist role may be assigned multiple pawns. &lt;br /&gt;
&lt;br /&gt;
Note that the limit of 2 roles is per ideoligion. If your colony contains multiple ideoligions, each of them can have its own two specialist types. &lt;br /&gt;
&lt;br /&gt;
&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;
* [[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/gametime|60,000}}&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;
* [[Animal personhood]]&lt;br /&gt;
* [[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{{Check Tag|Hunt?|Report that this applies to both hunting revenge and tame fail - Confirm and state explictly}}&lt;br /&gt;
* {{+|50%}} [[Fishing speed]] {{OdysseyIcon}} &lt;br /&gt;
* {{+|50%}} [[Fishing yield]] {{OdysseyIcon}}&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: {{Ticks|90}}&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;
* [[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 the ability to enter a short-term berserk trance. 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: {{Ticks|90}}&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{Ticks/gametime|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/gametime|60,000}}&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;
* [[High life]]&lt;br /&gt;
* [[Nature primacy]]&lt;br /&gt;
* [[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/gametime|60,000}}&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;
* [[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/gametime|60,000}}&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;
* [[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/gametime|60,000}}&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;
== 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]] - Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&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/1.3.3080|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]] - Gaining, changing, or removing a role now requires a simple ritual.&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/1.4.3523|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/1.4.3563|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;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sea_Ice_Guide&amp;diff=178851</id>
		<title>Sea Ice Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sea_Ice_Guide&amp;diff=178851"/>
		<updated>2026-04-03T05:44:47Z</updated>

		<summary type="html">&lt;p&gt;Harakoni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide details how to survive in the most hostile environment in the RimWorld planet - [[sea ice]].&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{{See also|Sea ice}}&lt;br /&gt;
&lt;br /&gt;
The sea ice biome is one of the coldest biomes in the game, with only [[orbit]]{{OdysseyIcon}} being colder. There is almost no animal life and no plants. In fact, you shouldn't expect to find anything more than a few [[snowhare]]s in your start, perhaps an [[arctic fox]] or [[polar bear]] if you're lucky.&lt;br /&gt;
&lt;br /&gt;
There is also a complete lack of soil, ruins, geothermal vents, stone, or ore. [[Moisture pump]]s will generate ice and [[deep drill]]s do not function. All these combined will make developing very slow and tedious. It will be harsh before you get a [[heater]] and a [[hydroponics basin]], then you can plant something indoors. It will still be harsh after that too. You'll have to rely on trading, quests, random events and eventually the [[long-range mineral scanner]] to get any other materials with which to build a base.&lt;br /&gt;
&lt;br /&gt;
Even on the warmest sea ice tiles, it's still really cold. The average varies from {{Temperature|-20}} to {{Temperature|-30}} and they never have growing periods due to the temperature. If you chose a warmer landing spot, you still need to eventually make a [[Colony Building Guide#Freezer|freezer]] though, because the summer temperature can be hot enough to spoil your food. Expect to have problems with hypothermia during fall, winter, spring and during [[events#cold snap|cold snap]]s in summers.&lt;br /&gt;
&lt;br /&gt;
They are particularly bad for travel by caravan. They do not have roads and are always placed in the poles of the world, so they have a big penalty to caravan speed due to winter, which is most of if not the whole year. &lt;br /&gt;
&lt;br /&gt;
It's a deserted, cold, hell.&lt;br /&gt;
&lt;br /&gt;
In order to conquer it, we'll analyze the basics necessary to survive in these conditions and then, what is needed to thrive in it into the endgame. There will be suggestions that branch off from the fundamentals for specific playstyles.&lt;br /&gt;
&lt;br /&gt;
== Immediate Survival ==&lt;br /&gt;
[[Colonist]]s have [[needs]], without the which they get a [[mental break]] or die. Sea ice does very little to help here, which makes the biome so challenging. These can be summarized into:&lt;br /&gt;
* [[Food]]: Without [[nutrition]], your people will die.&lt;br /&gt;
* [[Temperature]]: If your colonist is too hot or too cold, they will die. &lt;br /&gt;
* [[Mood]]: The final purpose of [[recreation]], [[beauty]], certain [[moodlet]]s etc; is all to provide a boost to this stat. Keeping this stat up is required for keeping your pawns in a useful, sane, state.&lt;br /&gt;
&lt;br /&gt;
Each of these topics will be covered in their own subsection.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The most reliable food source is [[hydroponics]], but this requires research, stable heat, lots of electricity, and resources ({{Required Resources|Hydroponics basin}} per basin). &lt;br /&gt;
&lt;br /&gt;
When starting out, colonies can use their starting resources, the initial animals, and trading, but all of these will run out eventually. The two reliable sources of early game food are:&lt;br /&gt;
*[[Cannibalism]]: The [[storyteller]] will send raids and events at the normal rate, even in the brutal sea ice. This is particularly sustainable with a single colonist; not only are there less mouths to feed, but the storyteller will constantly generate new recruit events due to [[PopulationIntent]], which can be converted into human meat.&lt;br /&gt;
*[[Fishing]]{{OdysseyIcon}}: Provided there is a large body of water, your colonists can survive the temperature, and fishing is researched, fishing can be a potentially year-round source of food.&lt;br /&gt;
**By creating a [[room]] with water inside it, it is possible to fish year-round, in a temperature-controlled environment. This can be done by enclosing the body of water, or building a small room on top of it (place [[bridge]]s, make a room on top of the bridges, have a gap of water inside said room, then heat up the room. This allows access to the full lake's worth of fish, even if most of the lake is frozen).&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
New Arrivals can easily build a [[heater]], although they will need warm clothing for when the electricity goes out. New Tribes can build a [[campfire]] for the early game, and should eventually get enough warm clothing to not require heat.&lt;br /&gt;
&lt;br /&gt;
Any pawn that arrives in your map (allied or enemy) will typically wear [[parka]]s and other warm clothing. Enough sufficient-quality clothing should let colonists survive the cold with no external heating.&lt;br /&gt;
&lt;br /&gt;
The most heat-efficient shape is a square, as rooms loose heat from their edges, and a square has the best area-to-edge ratio. Double-thick walls have twice the insulation as single-walled ones, and rooms adjacent to each other exchange heat, which makes &amp;quot;huddling&amp;quot; all of your rooms together around a central warm room, efficient. You can further make these rooms double-thick as well to give even more heat insulation from the cold outside for the rooms deeper in the base.&lt;br /&gt;
&lt;br /&gt;
As [[raid]]s bust into your base, as soon as your rooms aren't fully enclosed anymore, they are immediately considered &amp;quot;outside&amp;quot; and default to the ambient temperature. This can immediately kill your precious hydroponic rice.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
This can usually be covered by picking colonist(s) with a helpful mood [[trait]], and/or creating a strong [[ideoligion]].{{IdeologyIcon}} Traits such as [[Iron-willed]], [[Steadfast]], [[Sanguine]] and [[Optimist]] are broadly useful.&lt;br /&gt;
&lt;br /&gt;
Because [[human meat]] is one of the few readily available sources of food, [[bloodlust]], [[cannibal]], and [[psychopath]], and/or their respective [[precept]]s{{IdeologyIcon}} (Cannibalism: Acceptable, Organ Use: Acceptable, and Corpses: Don't Care) are especially helpful. The starting [[xenotype]]{{BiotechIcon}} can be modified to increase mood, cold tolerance, and decrease food consumption.&lt;br /&gt;
&lt;br /&gt;
If a colonist does have a mental break, you can:&lt;br /&gt;
* Arrest them: You can release them immediately afterwards. It won't give them the benefit of Catharsis, but it will end the mental break.&lt;br /&gt;
* Beat them up: It will end the break, give them Catharsis, but they'll need to spend time recovering. Luckily, with so little to do on Sea Ice, colonist downtime is often much less of a problem here than on other biomes.&lt;br /&gt;
* Tank through it: Someone going on a drug binge is not much of a deal when you'd likely have barely any, for example.&lt;br /&gt;
&lt;br /&gt;
Parties, marriage, and successful [[ritual]]s{{IdeologyIcon}} can be a good chance to do mood-hindering tasks like butchering humans.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
After food, temperature, and mood are stabilized, sea ice gameplay becomes slow and potentially tedious, but the gameplay is not itself difficult - it just requires a lot of waiting. It can be a bit more challenging: more can go wrong, it can be harder to recover if something breaks, and playing with a solo colonist always comes with added risk.&lt;br /&gt;
&lt;br /&gt;
===Steel and Components===&lt;br /&gt;
[[File:DiagramSteelProductionSeaIce.png|450px|thumb|center|General route to get more resources.]]&lt;br /&gt;
&lt;br /&gt;
The basic design of the game requires [[steel]] and [[component]]s to advance your colony, which do not generate in the sea ice. This means you'll need to resort to [[trade]] to acquire them, and/or use the [[smelter]] on raider weapons to gather the steel you need to advance. While you might get some lucky amounts of steel and components through raider loot and [[event]]s, a coarse, general route for progressing in sea ice is:&lt;br /&gt;
&lt;br /&gt;
* Budgeting and making use of the materials from your starting [[scenario]]: You won't get more for a very long time. What you start with is what you have. I suggest that you use a spreadsheet to plan out what exactly you will be spending your precious wood and steel on. &lt;br /&gt;
**For Crashlanded and other similarly advanced starts, I strongly recommend to set aside enough steel for a [[smelter]], a [[sun lamp]], a few [[hydroponics]], a [[comms console]] and [[orbital trade beacon]], which leaves very little left over steel. Remember that you can also smelt down your initial gear, like the [[flak vest]] you start with. The budgeting you will need to do might be extreme.&lt;br /&gt;
* [[Smelter]]: The smelter is a free, sustainable source of steel, turning raider gear and chunks from the sky into usable metal.&lt;br /&gt;
* [[Mechanoids]]: Once your colony is advanced enough to encounter [[mechanoid]]s, they can be dismantled at a [[machining table]] or [[crafting spot]]. A [[mechanitor]]{{BiotechIcon}} can also call boss raids for steel.&lt;br /&gt;
* Trading / [[comms console]]: With a comms console, orbital trade with bulk traders can provide an enormous amount of stone, steel, components, etc., if you have something to buy them with (eg. [[lung]]s, [[heart]]s, etc). Trading through [[caravan]] is also possible if a settlement is nearby, although steel is very heavy.&lt;br /&gt;
* [[Long-range mineral scanner]]: A great and infinite source of resources in the late-game, including steel and components. Pack animals, drop pods, or [[passenger shuttle]]s{{OdysseyIcon}} can be used to transport colonists and items both ways. Multiple scanners can be built to find resources faster.&lt;br /&gt;
&lt;br /&gt;
===Late game challenges===&lt;br /&gt;
During the late game, after a trading network and/or a long-range mineral scanner is established, gameplay will start feeling like any other biome. A &amp;quot;death spiral&amp;quot; or a colony-collapsing raid remains difficult to salvage, but the temperature and events like solar flares should no longer be an issue.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, once the colony has progressed to the point that [[mechanoid]]s are allowed to spawn as raiders, and it is below {{Temperature|-40}}, only mechanoids will raid the colony.&lt;br /&gt;
&lt;br /&gt;
== Starting the Game ==&lt;br /&gt;
&lt;br /&gt;
=== Landing site ===&lt;br /&gt;
&lt;br /&gt;
[[File:seaicesite.png|300px|thumb|right|Example good landing site. In Sea Ice, landing near faction bases is recommended for trade.]]&lt;br /&gt;
&lt;br /&gt;
Sea Ice tiles do not have roads or rivers, neither does the ice sheet which is always next to you. Without Odyssey, the only factors to consider are the temperature, proximity to neutral settlements, and the presence of a coast. With Odyssey,{{OdysseyIcon}} the size of lakes/coastlines for [[fishing]] will matter, as will [[landmark]]s (ice dunes can allow an [[ancient danger]] to generate).&lt;br /&gt;
&lt;br /&gt;
Select the temperature range you want: Either the lowest possible, or one that reaches positive temperatures in the summer. Both have their advantages:&lt;br /&gt;
&lt;br /&gt;
* If the temperature reaches positive, trade caravans are allowed to arrive, human raids will occur even in the late game, and [[fishing]]{{OdysseyIcon}} outside is easier. You will not be able to freeze food outside all year around.&lt;br /&gt;
* If the temperatures are very low, you can freeze your food outside around the year, and might even be able to build an indoor freezer without a [[cooler]]. The low temperature might kill early game raiders before they can attack your base. However, once you reach the necessary wealth, most raids will be mechanoids, so cannibalism will no longer work. You will still be able to fish, but this requires roofing and heating the water tiles.&lt;br /&gt;
&lt;br /&gt;
If you wish to send trade caravans, choose a tile with friendly faction bases nearby. Lack of mountains nearby will make it easier to caravan to trading spots and eventually [[long-range mineral scanner]] sites.&lt;br /&gt;
&lt;br /&gt;
=== Starting colonists ===&lt;br /&gt;
Aside from picking [[traits]] and [[xenotype]]s{{BiotechIcon}} that provide a more direct boost to the fundamentals of mood, food, and temperature, there is more to consider to starting colonists:&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{see also|Skills}}&lt;br /&gt;
&lt;br /&gt;
While a lot of skills can find a place in a Sea Ice colony, there are certain ones that are more helpful than others for the pawns that you will have at the very start.&lt;br /&gt;
&lt;br /&gt;
*[[Animals (skill)|Animals]]: This skill helps with [[fishing]]{{OdysseyIcon}}, making it immediately useful for Tribal starts, and eventually useful for other starts. Without Odyssey, this skill is terrible as there won't be enough food to sustain animals in the early game.&lt;br /&gt;
*[[Artistic]]: Terrible. There are hardly any materials to work with, until much later on.&lt;br /&gt;
*[[Construction]]: Crucial. Especially during the first day, it's very useful to have someone that can build your initial base to stay warm while having the least amount of botches that will waste your precious initial materials.&lt;br /&gt;
*[[Cooking]]: Important for tribals because of their reliance on meals, not very useful for advanced starts as the [[nutrient paste dispenser]] gives a higher ingredient-to-food ratio.&lt;br /&gt;
*[[Crafting]]: Not very important at the immediate start, similar to Artistic, due to the lack of resources. It can help craft a parka or two, but you can just trade for those items, or stay inside. It can also turn [[human leather]] into more profitable clothing, but selling [[liver]]s, [[kidney]]s and [[lung]]s should be enough profit, and human leather [[armchair]]s are reasonable alternatives.&lt;br /&gt;
*[[Medical]]: Very good or crucial. Not only does it help tend to injuries and disease, making it critical for solo colonies, this skill is a great way to pull organs for money.&lt;br /&gt;
*[[Melee]]: Good to have but not necessarily important. [[Environment#Terrain|Ice terrain]] has a 48% movement multiplier, and with the complete lack of natural cover (and artificial cover being expensive as all resources are precious on Sea Ice), gap-closing is difficult vs enemy ranged fire.&lt;br /&gt;
*[[Mining]]: Terrible. Unless you're banking on an extremely unlikely steel meteorite event to bless your earlygame to get you going, there is just nothing to mine on Sea Ice.&lt;br /&gt;
*[[Intellectual]]: Most of what you'll be doing is research, so a passion can help for mood boost and speed. A high starting intellectual skill is not necessary, although it can help get crucial technologies like [[hydroponics basin]] faster.&lt;br /&gt;
*[[Plants (skill)|Plants]]: Good eventually, because of how important hydroponics are. If planning on sustaining a long time with cannibalism or fishing, this skill is not important right away.&lt;br /&gt;
*[[Shooting]]: Very good and far superior to melee. The complete lack of cover and living on the slowest natural terrain in the game favors ranged combat.&lt;br /&gt;
*[[Social (skill)|Social]]: Very good, because of heavy reliance on trading, and the ability to use it to immediately end mental breaks by arresting and then immediately releasing the colonist that is undergoing it.&lt;br /&gt;
&lt;br /&gt;
==== Scenario-specific advice ====&lt;br /&gt;
* (Tribal) You can't feed five people; neither can you put them to sleep in cryptosleep -- and people are the only thing you have that is worth something. So, since you can only feed 1-2 people, you have to sell the other three. You won't use them in the beginning, but you might still meet them later on quests.&lt;br /&gt;
* (Crashlanded) You have enough [[packaged survival meal]]s to endure until you get [[hydroponics basin]]s researched (if you research [[battery]] then hydroponics). If you have a [[nutrient paste dispenser]], one hydroponics basin produces enough food for one colonist, so it's not compulsory to sacrifice or cannibalize any of your starting three.&lt;br /&gt;
* (Rich Explorer &amp;amp; Mechanitor{{BiotechIcon}}) More advanced and with less mouths to feed than Crashlanded, they can reach stability fairly easily.&lt;br /&gt;
&lt;br /&gt;
=== Ideoligion ===&lt;br /&gt;
{{Ideology}}&lt;br /&gt;
&lt;br /&gt;
Allowing [[cannibalism]] is obviously very helpful, although if the ideolgion is not fluid, avoid setting cannibalism beyond acceptable (as mechs will be common late game). General mood-enhancers like biogtry and Corpses: Don't Care will help as well.&lt;br /&gt;
&lt;br /&gt;
[[Ritual]]s are a game changer - it is easiest to start with 6 rituals able to be done at any time, and have them provide random recruits or ancient complexes. The random recruit reward will create a pawn, who will come with warm clothing, some meals, and can be used for [[human meat]]. Setting [[tailcap]] as desired apparel is a further benefit as the recruits will all come with tailcaps. Ancient complexes are a building that can be used for shelter and resources. Rituals can make even Naked Brutality a possibiltiy.&lt;br /&gt;
&lt;br /&gt;
=== Base planning ===&lt;br /&gt;
Because of how scarce and precious materials are on Sea Ice, it's recommended to plan your base right from the beginning, especially your starting one. Besides what you get from your initial [[scenario]] and the few bits of initial wildlife, the map itself provides no resources outside of [[event]]s, such as [[raid]]s for precious [[human meat]] and [[human leather]].&lt;br /&gt;
&lt;br /&gt;
The whole map is empty, save for a few water pools. The good news is that you can place your base right in the middle and make it very symmetrical, if that's of your fancy. Regardless, remember that it will take a really long time to get the materials to make your base, so you'll likely live in just one of your planned rooms for a very long time.&lt;br /&gt;
&lt;br /&gt;
For your initial base, remember that you can use the silver you start with for walls as steel and wood is extremely precious, and that you don't have to fill in corners.&lt;br /&gt;
&lt;br /&gt;
Because of temperature mechanics, it's important to consider that a square is the most temperature-efficient shape (the least heat loss per tile) and that you should make the warmest rooms closest to the general center of your base so that the outer rooms adjacent from it can &amp;quot;leech&amp;quot; off the heat that radiates off of it rather than it being lost to the fixed outside temperature. Additionally, double walls give double insulation against the cold.&lt;br /&gt;
&lt;br /&gt;
[[File:blueprintsseaice.png|450px|thumb|center|Example of base planning. It's recommended to plan your whole base while you still have nothing built.]]&lt;br /&gt;
&lt;br /&gt;
= Tribal Playthrough, no DLC =&lt;br /&gt;
&lt;br /&gt;
== First agenda ==&lt;br /&gt;
* Make your starter base with [[wood]]. Give people a place to sleep, eat and play.&lt;br /&gt;
* Whenever you refuel [[campfire]]s, either for cooking or heating up, make sure to disable refueling so they don't refuel it unnecessarily. Forbidding any [[wood]] that is not currently being used will help prevent any mistakes.&lt;br /&gt;
* Hunt those [[snowhare]]s before they leave the map.&lt;br /&gt;
* If close to a settlement, arrest your three merchandise colonists.&lt;br /&gt;
* Sell your merchandise colonists and your starting animals.&lt;br /&gt;
* Buy your survival items with the [[silver]] you got from selling your people and animals.&lt;br /&gt;
* Make [[lightleather]] [[bedroll]]s.&lt;br /&gt;
* Make your [[research bench]] and start researching complex clothing.&lt;br /&gt;
&lt;br /&gt;
Hunt the bunnies, make a room to arrest people, then go sell them.&lt;br /&gt;
&lt;br /&gt;
Go and visit your nearby friendly base to trade your merchandise colonists, your animals and some useless weapons. You should get somewhere between 1500 and 2000 [[silver]] for three colonists and three animals in addition to your starting 200 [[silver]].&lt;br /&gt;
&lt;br /&gt;
Now you have to buy some food, clothes and materials. Since you can't carry all the materials you need, you need to come back to trade many times. Food should be the cheapest option available. [[Nutrient paste meal]]s, insect [[meat]], human [[meat]] and vegetables are the best options. Meat is more expensive but it's better to cook that than buy fancy meals.&lt;br /&gt;
&lt;br /&gt;
Clothes are just a little insulation to save you in the first season, the cheapest [[tuque]] is enough. After that, you need to either make your own clothes or strip clothes from raiders, even if they are tainted.&lt;br /&gt;
&lt;br /&gt;
You need at least 25 [[steel]] to make your [[research bench]] and some [[wood]] to use for cooking. Try to build two [[research bench]]es if you can, otherwise your other colonist will often be idle. Later, you will need more materials to actually build a base. First you want [[wood]] and [[steel]] because they are lighter, but later you want stone blocks, which are cheaper and do not catch fire.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase.png|350px|thumb|center|Base before the first trade.]]&lt;br /&gt;
&lt;br /&gt;
==== BONUS: Buy a [[muffalo]] ====&lt;br /&gt;
&lt;br /&gt;
You need to keep one colonist at base researching, so trading will be really inefficient with just one colonist to carry stuff. There is one solution before electricity: a [[muffalo]].&lt;br /&gt;
&lt;br /&gt;
It will more than triple your carry capacity and eventually give you [[wool]]. Unfortunately, there is no guarantee that a faction base will have a [[muffalo]] for sale, unless you keep reloading before you trade until they have it. If you don't want to do this, you can keep three colonists with you and use two colonists for trading instead. But remember, a colonist eats more and carry less than a [[muffalo]], so it's going to slow down your progress.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase2.png|350px|thumb|center|Base on first week.]]&lt;br /&gt;
&lt;br /&gt;
== Second agenda ==&lt;br /&gt;
&lt;br /&gt;
* Keep trading to get food whenever needed.&lt;br /&gt;
* Keep trading to get materials to make a base.&lt;br /&gt;
* Harvest and sell the organs of anyone you capture alive.&lt;br /&gt;
* Butcher and eat the meat of any dead bodies you get.&lt;br /&gt;
* Make [[human leather]] [[bedroll]]s.&lt;br /&gt;
* Make and sell [[human leather]] [[tribalwear]]s.&lt;br /&gt;
* Wear their tainted [[parka]]s and [[tuque]]s if you've got nothing better.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The first raid should arrive by the end of the first week. Try to have a colonist with a gun or both together in your base when that happens, because you do not have any defenses yet.&lt;br /&gt;
&lt;br /&gt;
Now the fun starts. You will harvest the organs, eat the meat and wear the skin of your enemies. If anyone tries to join your colony, you will sell or harvest them too because you can't currently afford more people. People who you will harvest include:&lt;br /&gt;
&lt;br /&gt;
* Any raider that shows up.&lt;br /&gt;
* Any [[Events#Wanderer joins|wanderer that decides to join]].&lt;br /&gt;
* Any survivor who arrive in a [[Events#Escape Pod|escape pod]].&lt;br /&gt;
* Any refugee who [[Events#Refugee Chased at (Settlement)|asks for help]]. Also the raiders following them.&lt;br /&gt;
&lt;br /&gt;
By butchering your enemies you will get food and leather, which you can make into [[tribalwear]]s and sell, but that won't be enough. Everything you get is through trading, so you should also harvest and sell the organs of anyone you capture alive before eating them. It's worth buying medicine just for that. You don't need to do this every time, but it gets you a lot of money and will greatly speed up your colony building.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Summon [[Events/Incidental#Man_in_Black|Man In Black]] ===&lt;br /&gt;
&lt;br /&gt;
Getting the [[Events/Incidental#Man_in_Black|Man In Black]] to show up when you have so few people is really easy. Just set their 'Food Restriction' to 'Nothing' and wait until people collapse. Then use him to bring people back up.&lt;br /&gt;
&lt;br /&gt;
The Man in Black comes with good gear. You should strip his gear and sell him into slavery, or harvest him.&lt;br /&gt;
&lt;br /&gt;
[[File:summonmib.png|350px|thumb|center|Base on second week with MIB.]]&lt;br /&gt;
&lt;br /&gt;
== Third agenda ==&lt;br /&gt;
&lt;br /&gt;
* Buy guns.&lt;br /&gt;
* Do all the quests you can, loot and butcher anything and anyone you see.&lt;br /&gt;
* Buy [[cloth]] from your neighbors.&lt;br /&gt;
* Once you've researched complex clothing, make [[parka]]s and [[tuque]]s with [[cloth]].&lt;br /&gt;
* Make and sell [[human leather]] [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Make sure to buy some decent guns since your researcher colonist will likely have to defend themself alone while your other colonist is outside trading. Fortunately, you'll be so poor that even on the hardest difficulty, it's likely you'll only face raids of one single melee enemy for the whole first year.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have [[parka]]s and [[tuque]]s you should take every opportunity available to go to another map. Your trading colonist should always be either trading or doing quests. Do not forget to take a [[bedroll]] with them on quests. Quests that matter now include:&lt;br /&gt;
&lt;br /&gt;
* [[Events#Item Stash Opportunity (Time Remaining)|Item stashes]].&lt;br /&gt;
* [[Events#Incapacitated refugee|Incapacitated refugees]].&lt;br /&gt;
* [[Events#Prisoner rescue opportunity|Prisoner rescue]].&lt;br /&gt;
* [[Events#Bandit camp opportunity|Destroy enemy outposts]].&lt;br /&gt;
&lt;br /&gt;
You'll have more things to care about here than you normally would. It's important that you butcher every animal you find and every raider you kill on the quest locations. You might find your previous colonists (which you sold before) on those quests. If your [[human leather]] clothes and organs business is doing well, you can afford to bring one more person to your colony. Don't forget that you'll have to buy more meals for each person you save. Anyone you don't like can be sold or harvested once you return home.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest.png|350px|thumb|center|Lonely sea ice quest.]]&lt;br /&gt;
&lt;br /&gt;
Your research is really slow, since you only have one person at home taking care of everything and doing research at the same time. So another thing to focus on is furniture that you can carry home, since it will take a while for you to be able to make them. [[Heater]]s, [[battery|batteries]] and [[mini-turret|turrets]] are also great to bring home. You don't have electricity yet, but once you do, you're going to have lots of things to plug in.&lt;br /&gt;
&lt;br /&gt;
Make sure you have good clothes before winter starts. It's also about the right time to get rid of tainted clothes and make your own. Go buy [[cloth]] and make some decent [[parka]]s and [[tuque]]s with it. Most importantly, make and sell lots of [[human leather]] [[duster]]s because they are worth a lot.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest2.png|350px|thumb|center|Even in sea ice quests are quite profitable.]]&lt;br /&gt;
&lt;br /&gt;
== Fourth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research complex furniture.&lt;br /&gt;
* Make [[bed]]s.&lt;br /&gt;
* Replace your walls with stone.&lt;br /&gt;
* Replace the [[cloth]] [[parka]]s with better insulating [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Winter makes caravans even worse than they already are. Despite that, you can never stop trading -- nor can you stop doing quests.&lt;br /&gt;
&lt;br /&gt;
Time to make improvements. If you have at least two rooms and all the necessary workbenches, you can start replacing your walls with stone so raiders won't try to set them on fire. Alternatively you can put a second layer over your [[wall]]s made of [[stone]]. Replace your [[bedroll]]s with [[bed]]s. If you want, you can also make some comfortable [[human leather]] [[armchair]]s and [[human leather]] [[animal bed]]s.&lt;br /&gt;
&lt;br /&gt;
Try to replace your [[cloth]](cold insulation 18) for [[bearskin]](cold insulation 20), [[bluefur]](cold insulation 20), [[foxfur]](cold insulation 20), [[devilstrand]](cold insulation 20), [[alpaca wool]](cold insulation 22), [[synthread]](cold insulation 22), [[wolfskin]](cold insulation 24), [[muffalo wool]](cold insulation 24), [[megasloth wool]](cold insulation 26), [[hyperweave]](cold insulation 26), [[chinchilla fur]](cold insulation 30), [[heavy fur]](cold insulation 30) or [[thrumbofur]](cold insulation 34).&lt;br /&gt;
&lt;br /&gt;
Your best bet is [[thrumbofur]] [[parka]]s with [[muffalo wool]] [[tuque]]s. [[Thrumbo]] is the only animal guaranteed to show up in sea ice and you should already have a [[Muffalo]] with you for [[wool]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase3.png|350px|thumb|center|Base after a whole year.]]&lt;br /&gt;
&lt;br /&gt;
== Fifth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research electricity.&lt;br /&gt;
* Set up defenses.&lt;br /&gt;
* Set up power.&lt;br /&gt;
* Make a kitchen.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your second year will be just as hard as the first one. You still have to harvest and eat your enemies while trading [[human leather]] [[duster]]s and organs for materials for your base.&lt;br /&gt;
&lt;br /&gt;
You probably already learned to live from trading and quests by now, and may add another colonist. You should not expect to finish electricity before the end of the second year. So unfortunately, your food will spoil in the second summer. You can try to keep the stocks low to avoid loses or turn your food into [[pemmican]].&lt;br /&gt;
&lt;br /&gt;
Now however, you've got more people so you've got to set up some kind of defense, because raiders will be more numerous. This place is wide open, so you want to make an enclosed environment where you can shoot raiders from behind [[sandbag]]s without getting outranged. In other words, you want a [[Colony Building Guide#Killbox|killbox]]. Once you finish electricity, you can finally use those [[mini-turret|turrets]] that you got from enemy outposts. If you could not bring any [[battery]]s home from quests, you'll have to research them now.&lt;br /&gt;
&lt;br /&gt;
When you are setting up power, keep in mind that [[solar generator]]s will not work at all during winter in sea ice.&lt;br /&gt;
&lt;br /&gt;
With electricity, you can finally make a [[electric stove]] so you may stop buying [[wood]].&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase4.png|350px|thumb|center|Basic defense.]]&lt;br /&gt;
&lt;br /&gt;
== Sixth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research air conditioning.&lt;br /&gt;
* Make a [[Colony Building Guide#Freezer|freezer]].&lt;br /&gt;
* Research nutrient paste.&lt;br /&gt;
* Make a [[nutrient paste dispenser]].&lt;br /&gt;
* Research microelectronics.&lt;br /&gt;
* Make a [[comms console]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
Your third year will come with lots of improvements and you can finally start feeling like you are playing on a normal map.&lt;br /&gt;
&lt;br /&gt;
Your first priority after electricity is air conditioning, so you stop losing all your food in summer. Once you're done researching it, make a [[Colony Building Guide#Freezer|freezer]]. That will even allow you to accept more people in your colony since your food now lasts forever.&lt;br /&gt;
&lt;br /&gt;
Then you want to make the almighty [[nutrient paste dispenser]]. It frees your cooker to do other stuff, completely prevents food poisoning and reduces your food consumption by 40%. You may even buy another [[Muffalo]] now to speed up trading.&lt;br /&gt;
&lt;br /&gt;
Then, to increase your trading opportunities, you want a [[comms console]]. Any [[Trade#Bulk goods trader 2|bulks good trade ship]] that shows up will be a blessing to your colony development.&lt;br /&gt;
&lt;br /&gt;
=== BONUS: Buy [[Joywire]]s ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed by now that your worst enemy isn't the hunger or the raiders, but the mood penalties that come with harvesting and eating people. Still, you can't stop it, since without that you'd lose your main source of food and your two main sources of [[silver]] ([[human leather]] [[duster]]s and organs).&lt;br /&gt;
&lt;br /&gt;
Now that you have a little extra [[silver]], you can buy a solution: the [[Joywire]]. Overall, in such a stressful colony this implant is well worth it. The drawbacks of the [[Joywire]] can later be offset with bionics.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase5.png|350px|thumb|center|The almighty [[nutrient paste dispenser]].]]&lt;br /&gt;
&lt;br /&gt;
== Seventh agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research hydroponics.&lt;br /&gt;
* Make a [[Colony Building Guide#Greenhouse|greenhouse]].&lt;br /&gt;
* Research biofuel refining.&lt;br /&gt;
* Research gun turrets.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
You are on your fourth year and still have yet to plant something, so you start wondering if you even need to plant anything at all.&lt;br /&gt;
&lt;br /&gt;
A [[Colony Building Guide#Greenhouse|greenhouse]] will require a lot of power, which means you will have to defend a larger area to put extra [[wind turbine]]s in. You will also want to add a lot more [[battery|batteries]] to store power at night so it may be used during the day. Make sure that your [[Colony Building Guide#Greenhouse|greenhouse]] is as small as possible to take less power, and is covered by double walls to increase insulation.&lt;br /&gt;
&lt;br /&gt;
The [[Colony Building Guide#Greenhouse|greenhouse]] will allow you to stop buying food to survive and stop the cannibalism. Of course, it will also allow you to have more colonists. But first, you should plant some [[healroot]] so you can harvest organs without using good medicine. Also plant [[smokeleaf]] and [[psychoid plant]], so you can make [[smokeleaf joint]]s and [[psychite tea]] to reduce the overall stress in your colony. Then you may plant some food.&lt;br /&gt;
&lt;br /&gt;
Without the cannibalism, you may turn your human [[meat]] into [[chemfuel]]. Then you can use [[chemfuel powered generator]]s during winter and [[solar generator]]s during other seasons.&lt;br /&gt;
&lt;br /&gt;
You are getting wealthy and the raiders know it. Eventually, the turrets you get from quests will not be enough, so you need to research them so that you can make more of them by yourself.&lt;br /&gt;
&lt;br /&gt;
[[File:seaiceminibase6.png|350px|thumb|center|The [[Colony Building Guide#Greenhouse|greenhouse]].]]&lt;br /&gt;
&lt;br /&gt;
== Eighth agenda ==&lt;br /&gt;
&lt;br /&gt;
* Research and build a [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
There is one last thing worth focusing on in sea ice. The [[long-range mineral scanner]].&lt;br /&gt;
&lt;br /&gt;
The scanner works normally on sea ice. If you set a colonist to work on it full-time, it can pick up locations of minerals faster than you can retrieve them. Which means you can endlessly make quests for minerals to greatly increase the amount of materials available for you to build your base.&lt;br /&gt;
&lt;br /&gt;
However, you should keep in mind that minerals are heavy, so you need lots of [[Muffalo]]s to carry it. Like a whole 8 [[Muffalo]]s and 6 colonists to mine [[Uranium]]. Which is why it's better to make it after your [[Colony Building Guide#Greenhouse|greenhouse]], because then you can support all the [[Muffalo]]s you need.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicequest3.png|350px|thumb|center|Mining in sea ice.]]&lt;br /&gt;
&lt;br /&gt;
== Tenth year ==&lt;br /&gt;
&lt;br /&gt;
With all that empty space, make a huge symmetrical base.&lt;br /&gt;
&lt;br /&gt;
[[File:seaicebigbase.png|450px|thumb|center|Result of early base planning.]]&lt;br /&gt;
&lt;br /&gt;
= Other scenarios specific =&lt;br /&gt;
== Crashlanded ==&lt;br /&gt;
* Build 1 [[wind turbine]] and one [[heater]] inside a small room where your colonists will spend the vast majority of time.&lt;br /&gt;
* [[Steel]] and [[component]]s will be worth their weight in gold. Can be obtained by ship chunks, meteors and traders.&lt;br /&gt;
* Warm clothes can be taken from raiders.&lt;br /&gt;
* Research batteries and build 1-2 near the house.&lt;br /&gt;
* Then turn to hydroponic research. Build 3-4 batteries, 2-3 wind turbines, a sun lamp, and at least 2 basins per pawn (assuming nutrient paste is used). You have a source of food.&lt;br /&gt;
* Using an [[electric smelter]] and [[comms console]] will provide a renewable supply of resources once established.&lt;br /&gt;
&lt;br /&gt;
== Naked Brutality ==&lt;br /&gt;
Hopeless in Core. Technically possible by living nomadically, traveling through tiles to kill snow hares, and getting lucky with early events. Certain DLCs can make settling down possible:&lt;br /&gt;
*[[Ideology]]:{{IdeologyIcon}} It is possible to &amp;quot;cheese&amp;quot; the scenario through an ideoligion that has rituals with the random recruit reward. Random recruits will come with a few meals, a weapon, and warm clothing, and the pawn itself can be used as human meat. Ancient complex rituals can also be used, generating a large deconstructable building that also provides a constant supply of raids. As of 1.5, rituals cannot stray too far from the comfortable temperature, but it can get warm enough in the day, and/or a [[xenotype]]{{BiotechIcon}} with a high cold tolerance can be used.&lt;br /&gt;
*[[Odyssey]]:{{OdysseyIcon}} The ice dune [[landmark]] makes it possible for an [[ancient shrine]] to generate. If lucky enough that no hostiles spawn, or if hostiles can somehow be defeated, the ancient shrine will provide shelter, insulating [[power armor]], and other supplies. [[Fishing]] can provide a source of food once it is researched.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Harakoni</name></author>
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