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		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=183788</id>
		<title>Environment</title>
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		<updated>2026-09-01T06:20:39Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Darklight */ This is the definition of darklight in plain English, as per the DarklightUtility.IsDarklight method. Well, as plain as I could come up with, anyway.&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 [[Lighting (precept)|Lighting: Darkness preferred]] and bring blind 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 [[Lighting (precept)|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 [[Lighting (precept)|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 (any color which meets the following RGB criteria: R is the least intense of the three component colors, R is lower-intensity than half the highest intensity of the three colors, and the second-highest color's intensity divided by the highest color's intensity is at least 0.85). Areas lit with darklight are considered dark for the purposes of [[precept]]s: it pleases [[ideoligion]]s with the [[Lighting (precept)|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]], [[wall lamp]], and [[flood light]] (if enabled)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Standing lamps, wall lamps, and flood lights can be set to enable darklight, and do not require the [[Research#Advanced lights|Advanced lights]] research to do so.&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 [[Tunneler (meme)|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;
! 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;
! &amp;lt;abbr title=&amp;quot;Accuracy modifier&amp;quot;&amp;gt;AM&amp;lt;/abbr&amp;gt;&amp;lt;ref&amp;gt;See section [[Weapons#Accuracy|accuracy]] on ''weapons'' for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Movement speed modifier&amp;quot;&amp;gt;MSM&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! Wind speed&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Wind speed modifier&amp;quot;&amp;gt;WSM&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Estinguishes fire?&amp;quot;&amp;gt;EF&amp;lt;/abbr&amp;gt;&amp;lt;ref&amp;gt;This only applies to fires that aren't under a roof, for obvious reasons.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Snowing rate&amp;quot;&amp;gt;SR&amp;lt;/abbr&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;
=== Commonality ===&lt;br /&gt;
The following table shows the relative commonality of all weather types that are not triggered by events for each biome.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;{{#vardefine: weatherSum | {{#expr: {{#if: {{{?Clear weather}}} | {{{?Clear weather}}} | 0 }} + {{#if: {{{?Fog weather}}} | {{{?Fog weather}}} | 0 }} + {{#if: {{{?Rain weather}}} | {{{?Rain weather}}} | 0 }} + {{#if: {{{?Foggy rain weather}}} | {{{?Foggy rain weather}}} | 0 }} + {{#if: {{{?Rainy thunderstorm weather}}} | {{{?Rainy thunderstorm weather}}} | 0 }} + {{#if: {{{?Dry thunderstorm weather}}} | {{{?Dry thunderstorm weather}}} | 0 }} + {{#if: {{{?Soft snow weather}}} | {{{?Soft snow weather}}} | 0 }} + {{#if: {{{?Hard snow weather}}} | {{{?Hard snow weather}}} | 0 }} + {{#if: {{{?Gray pall weather}}} | {{{?Gray pall weather}}} | 0 }} + {{#if: {{{?Windy weather}}} | {{{?Windy weather}}} | 0 }} + {{#if: {{{?Tox rain weather}}} | {{{?Tox rain weather}}} | 0 }} + {{#if: {{{?Sandstorm weather}}} | {{{?Sandstorm weather}}} | 0 }} + {{#if: {{{?Blind fog weather}}} | {{{?Blind fog weather}}} | 0 }} + {{#if: {{{?Overcast weather}}} | {{{?Overcast weather}}} | 0 }} + {{#if: {{{?Blizzard weather}}} | {{{?Blizzard weather}}} | 0 }} + {{#if: {{{?Torrential rain weather}}} | {{{?Torrential rain weather}}} | 0 }} }} }}&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{#if: {{{?Clear weather}}} | {{#expr: {{{?Clear weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Fog weather}}} | {{#expr: {{{?Fog weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Rain weather}}} | {{#expr: {{{?Rain weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Foggy rain weather}}} | {{#expr: {{{?Foggy rain weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Rainy thunderstorm weather}}} | {{#expr: {{{?Rainy thunderstorm weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Dry thunderstorm weather}}} | {{#expr: {{{?Dry thunderstorm weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Soft snow weather}}} | {{#expr: {{{?Soft snow weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Hard snow weather}}} | {{#expr: {{{?Hard snow weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Gray pall weather}}} | {{#expr: {{{?Gray pall weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Windy weather}}} | {{#expr: {{{?Windy weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Tox rain weather}}} | {{#expr: {{{?Tox rain weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Sandstorm weather}}} | {{#expr: {{{?Sandstorm weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Blind fog weather}}} | {{#expr: {{{?Blind fog weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Overcast weather}}} | {{#expr: {{{?Overcast weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Blizzard weather}}} | {{#expr: {{{?Blizzard weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&lt;br /&gt;
| {{#if: {{{?Torrential rain weather}}} | {{#expr: {{{?Torrential rain weather}}}/{{#var: weatherSum}} * 100 round 2}} % | – }}&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_21 text-center}}&lt;br /&gt;
! Biome !! Clear !! Fog !! Rain !! Foggy rain !! Rainy thunder&amp;amp;shy;storm !! Dry thunder&amp;amp;shy;storm !! Soft snow !! Hard snow !! Gray pall {{AnomalyIcon}} !! Windy {{OdysseyIcon}} !! Tox rain {{OdysseyIcon}} !! Sand&amp;amp;shy;storm {{OdysseyIcon}} !! Blind fog {{OdysseyIcon}} !! Overcast {{OdysseyIcon}} !! Blizzard {{OdysseyIcon}} !! Torrential rain {{OdysseyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Biome]] [[Name::!Lake]] [[Name::!Ocean]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Clear weather = ?Clear weather&lt;br /&gt;
 | ?Fog weather = ?Fog weather&lt;br /&gt;
 | ?Rain weather = ?Rain weather&lt;br /&gt;
 | ?Foggy rain weather = ?Foggy rain weather&lt;br /&gt;
 | ?Rainy thunderstorm weather = ?Rainy thunderstorm weather&lt;br /&gt;
 | ?Dry thunderstorm weather = ?Dry thunderstorm weather&lt;br /&gt;
 | ?Soft snow weather = ?Soft snow weather&lt;br /&gt;
 | ?Hard snow weather = ?Hard snow weather&lt;br /&gt;
 | ?Gray pall weather = ?Gray pall weather&lt;br /&gt;
 | ?Windy weather = ?Windy weather&lt;br /&gt;
 | ?Tox rain weather = ?Tox rain weather&lt;br /&gt;
 | ?Sandstorm weather = ?Sandstorm weather&lt;br /&gt;
 | ?Blind fog weather = ?Blind fog weather&lt;br /&gt;
 | ?Overcast weather = ?Overcast weather&lt;br /&gt;
 | ?Blizzard weather = ?Blizzard weather&lt;br /&gt;
 | ?Torrential rain weather = ?Torrential rain weather&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Environment&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&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;
== 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>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=176281</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=176281"/>
		<updated>2026-03-02T00:38:50Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Social views */ Psychopath prohibits PlayerStartingThings from giving a pawn a bonded animal, and TryDevelopBondRelation from establishing a bond. These are the only two non-modded ways to get the Bond relationship&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;
{{BiotechIcon}} Children 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}} [[social|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}} [[social|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, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[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]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&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|psychic insanity lances]], [[Psycasts|psycasts]] {{RoyaltyIcon}}, [[Genes|genes]] {{BiotechIcon}}, or even randomly-induced mental breaks from other traits. [[Golden_cube#Cube_sculptures|Cube sculpting]] {{AnomalyIcon}} and [[Tome|Tomes]] {{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}} [[Social|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}} [[Social|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}} [[social|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}} [[social|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}} [[social|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}} [[social|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}} [[social|opinion]] of any pawns with any addiction&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with chemical interest&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|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}} [[social|opinion]] of any pawns without the same trait or hard worker&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|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}} [[social|opinion]] of any pawns without the same trait or industrious&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|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>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=174138</id>
		<title>Unique weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=174138"/>
		<updated>2026-01-14T17:06:56Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Smoke launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=See [[Persona weapons]]}}&lt;br /&gt;
{{Distinguish|Persona weapons|Relic}}&lt;br /&gt;
'''Unique weapons''' are variants of ranged [[weapons]] added by the [[Odyssey DLC]] with traits that add effects to the weapon, including statistical bonuses and different attacks.&lt;br /&gt;
&lt;br /&gt;
There are currently 13 types of unique weapons, each a variant of another ranged weapon:&lt;br /&gt;
&lt;br /&gt;
{{Icon List|Unique assault rifle}} - a variant of the {{Icon Small|Assault rifle|24}} [[assault rifle]]&lt;br /&gt;
{{Icon List|Unique beam repeater}} - a variant of the {{Icon Small|Beam repeater|24}} [[beam repeater]]&lt;br /&gt;
{{Icon List|Unique bolt-action rifle}} - a variant of the {{Icon Small|Bolt-action rifle|24}} [[bolt-action rifle]]&lt;br /&gt;
{{Icon List|Unique chain shotgun}} - a variant of the {{Icon Small|Chain shotgun|24}} [[chain shotgun]]&lt;br /&gt;
{{Icon List|Unique charge lance}} - a variant of the {{Icon Small|Charge lance|24}} [[charge lance]]&lt;br /&gt;
{{Icon List|Unique charge rifle}} - a variant of the {{Icon Small|Charge rifle|24}} [[charge rifle]]&lt;br /&gt;
{{Icon List|Unique greatbow}} - a variant of the {{Icon Small|Greatbow|24}} [[greatbow]]&lt;br /&gt;
{{Icon List|Unique heavy SMG}} - a variant of the {{Icon Small|Heavy SMG|24}} [[heavy SMG]]&lt;br /&gt;
{{Icon List|Unique hellcat rifle}} - a variant of the {{Icon Small|Hellcat rifle|24}} [[hellcat rifle]]{{AnomalyIcon}}&lt;br /&gt;
{{Icon List|Unique LMG}} - a variant of the {{Icon Small|LMG|24}} [[LMG]]&lt;br /&gt;
{{Icon List|Unique minigun}} - a variant of the {{Icon Small|minigun|24}} [[minigun]]&lt;br /&gt;
{{Icon List|Unique revolver}} - a variant of the {{Icon Small|Revolver|24}} [[revolver]]&lt;br /&gt;
{{Icon List|Unique sniper rifle}} - a variant of the {{Icon Small|Sniper rifle|24}} [[sniper rifle]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unique weapons can be obtained through [[quests]], found in loot boxes like [[sealed crate]]s, [[sealed container|container]]s or [[ancient safe]]s, found while [[fishing]], or gifted by visitors. Unique weapons can also rarely be dropped by raiders.&lt;br /&gt;
Ancient Mercenary and Orbital Item Stash quests will always contain at least one unique weapon, typically masterwork or legendary [[quality]].&lt;br /&gt;
&lt;br /&gt;
Weapons depot and [[ancient garrison]] map features do NOT contain unique weapons, nor do [[ancient danger]]s.&lt;br /&gt;
&lt;br /&gt;
== Name generation == &lt;br /&gt;
{{Stub|section=1|reason=General stub - see persona weapons for example. Might need to be explained on pages too}}&lt;br /&gt;
Unique weapons have unique names. They are generated &amp;lt;somehow&amp;gt; using a combination of the individual type of weapon's namerLabels and the trait's traitAdjectives.&lt;br /&gt;
&lt;br /&gt;
== Farming Strategy ==&lt;br /&gt;
Maps can generate with an &amp;quot;Ancient Mercenaries&amp;quot; Quest &lt;br /&gt;
&lt;br /&gt;
Books with &amp;quot;Generate Quest&amp;quot; give a ~30% chance to an &amp;quot;Ancient Mercenaries&amp;quot; Quest:&lt;br /&gt;
* [[Tome]]s{{AnomalyIcon}} generate with a quest 15% of the time.&lt;br /&gt;
* [[Novel]]s generate with a quest 5% of the time.&lt;br /&gt;
* [[Textbook]]s generate with a quest 1% of the time.&lt;br /&gt;
* [[Schematic]]s cannot generate quests.&lt;br /&gt;
&lt;br /&gt;
[[Fishing]] has a chance to generate a Rare Catch which itself contains a chance to give a map or a much smaller chance to get a unique weapon outright. &lt;br /&gt;
&lt;br /&gt;
The Infested Settlement Landmarks has a high likelihood of [[sealed crate]]s and can spawn an infested cavern which can contain more.&lt;br /&gt;
&lt;br /&gt;
The Ruins Landmarks can contain [[ancient safe]]s which have a high likelihood of having a Map or a much smaller chance to get a Unique weapon outright.&lt;br /&gt;
&lt;br /&gt;
Any Glacial Plain tile has a chance to have a [[sealed crate]] or [[ancient safe]] buried in the ice.&lt;br /&gt;
&lt;br /&gt;
Any Scarlands Tile has chance to have a [[sealed crate]].&lt;br /&gt;
&lt;br /&gt;
The [[ancient uplink]] or [[orbital scanner]] have a chance to generate:&lt;br /&gt;
* Orbital Item Stash, which always has a Unique Weapon&lt;br /&gt;
* Satellite, which contains [[sealed container|container]] which has a ~40% chance for a Unique Weapon&lt;br /&gt;
* Mechanoid platform, which contains [[sealed crate]]s&lt;br /&gt;
&lt;br /&gt;
Unique weapons are generated with different ranges of quality depending on the source:&lt;br /&gt;
* The best pool only generates unique weapons of masterwork or legendary quality. It is used by the ancient mercenaries quest and the orbital item stash quest, which both guarantee a unique weapon. [[Sealed container]]s that spawn on satellite quests also use that pool but they only contain a unique weapon in 40% of cases.&lt;br /&gt;
* The next and most common pool generates unique weapons of good to legendary quality. All sources using that pool have a low chance of a unique weapon:&lt;br /&gt;
** ~6.25% chance for high value [[hermetic crate]]s (excludes those found in the [[scarlands]] ruins)&lt;br /&gt;
** ~6.25% chance for [[sealed crate]]s &lt;br /&gt;
** ~3-6% chance for random quest rewards sent par pods (depending on which other rewards are available)&lt;br /&gt;
** ~1.8% chance for [[rusted safe]]s&lt;br /&gt;
** very low chance for fishing (at best 1% chance of rare catch, and then 1.5-1.7% chance of unique weapon depending on biome)&lt;br /&gt;
* Visitor gifts have their own pool, of normal to legendary quality with a high chance of being normal.&lt;br /&gt;
&lt;br /&gt;
{{Unique weapon traits}}&lt;br /&gt;
&lt;br /&gt;
== Trait analysis ==&lt;br /&gt;
{{Rewrite|section =1|reason= Section is for analysis, it doesn't need to rote replicate the effects, that's what the table is for. Should only replicate where it goes into more depth than is possible in the table or where it facilitates analysis}}&lt;br /&gt;
&lt;br /&gt;
=== Aim assistance ===&lt;br /&gt;
This trait increases accuracy at all ranges by 20%, and also allows the wielder to ignore all penalties from environmental conditions, including [[blind smoke]] and [[blind fog]]. This makes it a generally desirable trait for any weapon, except perhaps those that already are approaching 100% accuracy due to quality. This trait works well with [[smokepop pack]] or [[smoke launcher]] or in maps where bad weather is common.&lt;br /&gt;
&lt;br /&gt;
=== Custom grip ===&lt;br /&gt;
A minor upgrade to close and short range accuracy. Generally a mediocre perk, but useful in specific circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Pistol brace ===&lt;br /&gt;
A revolver-exclusive trait that provides an identical accuracy upgrade to [[Unique weapons#Aim assistance|Aim assistance]], though lacking the removal of accuracy penalties. Even on its own it is still a valuable improvement to overall damage potential. While it ''can'' stack with Aim assistance, in practice this would only be useful for revolvers of normal quality and below, where it can offset the lower base accuracy.&lt;br /&gt;
&lt;br /&gt;
=== Tactical sight ===&lt;br /&gt;
Increases accuracy at medium and long ranges. Generally more useful than Custom grip.&lt;br /&gt;
Medium X120% &lt;br /&gt;
Long X120%&lt;br /&gt;
&lt;br /&gt;
=== Shoddy sights ===&lt;br /&gt;
This trait is purely negative, worsening a weapon's accuracy at all ranges.&lt;br /&gt;
&lt;br /&gt;
=== Tracking scope ===&lt;br /&gt;
This trait reduces aiming time by 25%. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle. Since sniper rifles have a relatively long aiming time, this trait can significantly increase DPS.&lt;br /&gt;
&lt;br /&gt;
=== Rangefinder scope ===&lt;br /&gt;
This trait increases a weapon's maximum range by 10%. This trait is useful, but not as impactful as an extended barrel. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
This trait stacks with the extended barrel trait, which offers 20% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Pulse charger ===&lt;br /&gt;
This trait can only be found on revolvers. It reduces accuracy at all ranges by 20%, but increases damage by a very large 60%, and armor penetration by 30%. While the revolver is not a great weapon by any measure, a revolver with this trait can at least compete with other high powered weapons at shorter ranges. The accuracy penalty can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. However, even with a pulse charger, revolvers are not competitive weapons in the late game. &lt;br /&gt;
&lt;br /&gt;
=== Tox rounds ===&lt;br /&gt;
Tox rounds add a small amount of toxic buildup to targets on a hit. Some enemies (such as mechanoids) are immune to toxic buildup. Humanlike enemies, such as raiders, will often be killed simply from shooting them before the toxic buildup can incapacitate them. This trait is also undesirable for hunters, as animals with toxic buildup have a chance to immediately rot when killed. Tox rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing rounds ===&lt;br /&gt;
Piercing rounds increase the armor penetration of the weapon's attacks by 20%. This effect stacks with the increased AP offered by masterwork or legendary weapons. Piercing rounds are ideal on ballistic weapons which struggle against armored enemies or [[centipedes]], such as the [[assault rifle]] or [[chain shotgun]]. Since most enemies in the game have some form of armor, piercing rounds are generally a quite versatile and useful trait. Piercing rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary rounds ===&lt;br /&gt;
Incendiary rounds have a 30% chance (scaled by [[Flammability|flammability]]) to ignite targets when struck, similar to the [[plasmasword]], which has a 50% chance. Burning enemies stop firing and run around, ignoring collision; this can be beneficial or harmful, depending on the situation. Mechanoids are immune to flame damage. Incendiary rounds are mutually exclusive with all other kinds of ammo traits.&lt;br /&gt;
&lt;br /&gt;
Oddly, this trait does not make the weapon incendiary for the purpose of triggering the [[Pyromaniac]] mood bonus.&lt;br /&gt;
&lt;br /&gt;
=== EMP rounds ===&lt;br /&gt;
EMP rounds briefly stun mechanoid, turret, or drone targets when hit. However, these enemies will quickly adapt to the effects of the EMP rounds and are typically staggered for only 1 or 2 bursts. Still, this stun can be enough to briefly incapacitate a dangerous enemy, such as a [[centipede]], [[hunter drone]], or [[diabolus]]. EMP rounds will also break [[shield belt]]s. Animals and humanlikes (other than those wearing a shield belt) are unaffected. EMP rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Heavy rounds ===&lt;br /&gt;
Heavy rounds add a flat +2 to a weapon's stopping power, as well as increasing damage by 10%. Stopping power affects what kinds of targets a weapon will stagger. Stopping power equal to or greater than a creature's body size is required to stagger. All weapons with this trait will have a stopping power value of at least 2.5, enough to stagger any enemy the same size or smaller than a [[moose]] or [[muffalo]]; this includes all humanlikes, most animals, all insectoids (except the [[hive queen]]), and combat mechanoids smaller than a centipede. This trait is generally quite desirable compared to other ammo types, as it offers a wide degree of utility against almost every enemy in the game.&lt;br /&gt;
&lt;br /&gt;
Weapons like the sniper rifle, charge lance, or bolt action rifle (which have a base stopping power of 1.5), will be able to stagger every enemy in the game with the exception of the [[alpha thrumbo]] and [[dreadmeld]].  &lt;br /&gt;
&lt;br /&gt;
Heavy rounds are mutually exclusive with all other kinds of ammo traits.&lt;br /&gt;
&lt;br /&gt;
=== Hollow point rounds ===&lt;br /&gt;
Hollow point rounds increase the damage of a weapon by 20%. This effect stacks with the increased damage offered by masterwork or legendary weapons. All weapons benefit from 20% more damage, so this is desirable on any weapon. The increased damage is still subject to armor penalties on heavily-armored targets, so in some situations, piercing rounds are superior. Hollow point rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== High power rounds ===&lt;br /&gt;
High power rounds increase damage by 30%, and armor penetration by 15%, but reduce accuracy at all range values to 90% of the weapon's expected accuracy. The damage and armor penetration bonuses stack with increases to these stats offered by masterwork or legendary weapons. Despite the negative effects on accuracy, the increased damage and armor penetration makes this a universally desirable trait on all weapons. Increases to both damage and armor penetration are useful on all weapons, and unlike many other types of ammo traits, are effective bonuses against essentially every kind of enemy in the game. The reduced accuracy of high power weapons can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. High power rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Charge capacitor ===&lt;br /&gt;
This trait can only be found on charge weapons, and it is essentially an enhanced version of high power rounds. Weapons with this trait have 35% more damage and 20% more armor penetration with no downsides. This trait is highly desirable on any charge weapon. &lt;br /&gt;
&lt;br /&gt;
=== Frequency amplifier ===&lt;br /&gt;
This trait can only be found on the [[beam repeater]]. It offers a massive 50% increase in damage, and a 30% increase in range, but increases the weapon's ranged cooldown by 50%. Beam repeaters are mostly useful against heavily armored humanlike targets, and an increase in both range and damage is quite useful in most combat situations.  &lt;br /&gt;
&lt;br /&gt;
=== Tox pellets ===&lt;br /&gt;
Tox pellets are essentially identical to toxic rounds; they are found on shotguns. Tox pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary pellets ===&lt;br /&gt;
Incendiary pellets are essentially identical to incendiary rounds; they are found on shotguns. Incendiary pellets are mutually exclusive with all other kinds of ammo traits. Oddly, this trait does not make the weapon incendiary for the purpose of triggering the [[Pyromaniac]] mood bonus.&lt;br /&gt;
&lt;br /&gt;
=== Birdshot pellets ===&lt;br /&gt;
Birdshot pellets increase accuracy at close and very close range, but reduce accuracy at medium or long range. Additionally, birdshot pellets lose a significant amount (25%) of the weapon's armor penetration value. This can result in a significant loss in damage against armored enemies and mechanoids. Against heavily armored raiders or centipedes, this trait is actively worse than a non-unique weapon of the same quality. Birdshot pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing arrows ===&lt;br /&gt;
This trait improves the greatbow's lacking armor penetration, making it more useful against armored enemies and mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== Paralytic arrows ===&lt;br /&gt;
Gives the greatbow a stun similar to the [[nerve spiker]]'s stun.&lt;br /&gt;
&lt;br /&gt;
=== Broadhead arrows ===&lt;br /&gt;
This trait improves the greatbow's damage. &lt;br /&gt;
&lt;br /&gt;
=== Lightweight arrows ===&lt;br /&gt;
This trait improves the greatbow's range in exchange for a small damage decrease. &lt;br /&gt;
&lt;br /&gt;
=== Reinforced bow limbs ===&lt;br /&gt;
This trait improves the greatbow's range half as much as Lightweight arrows, but without a damage decrease. &lt;br /&gt;
&lt;br /&gt;
=== Extended barrel ===&lt;br /&gt;
Extended barrel increases a weapon's maximum range by 20%. This trait is generally useful on all weapons, particularly those which suffer from limited range, as well as sniper rifles. This trait extends the range of [[charge rifle]]s to 33 cells, [[assault rifle]]s to 37 cells, [[bolt-action rifle]]s to 44 cells, and [[sniper rifle]]s to 54 cells. Increasing the engagement range can help keep colonists safe from counterattack, and allow pawns to fire at enemies before they get in range. This trait is mutually exclusive with the shortened barrel trait.&lt;br /&gt;
&lt;br /&gt;
This trait also stacks with the rangefinder trait, which offers 10% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Shortened barrel ===&lt;br /&gt;
This trait improves the [[chain shotgun]]'s aiming time at the cost of its range. As shotguns are short-range weapons, the lost range is not significant, and the aiming time decrease is desirable. &lt;br /&gt;
&lt;br /&gt;
=== Quick reload ===&lt;br /&gt;
This trait reduces ranged cooldown by 20%, resulting in an increase in the weapon's DPS. It is most impactful on weapons with long ranged cooldowns, such as the [[beam repeater]] or [[charge lance]]. &lt;br /&gt;
&lt;br /&gt;
=== Rapid fire ===&lt;br /&gt;
This trait significantly increases a weapon's rate of fire. Note that this does not affect either the ranged cooldown or the aiming time stats of the weapon; this trait shortens the delay between each bullet within the same burst being fired. This trait is most useful for weapons such as the [[LMG]] or [[minigun]], which fire a large amount of shots per burst. This trait is also valuable on weapons which have the extended magazine modifier, which adds more rounds to each burst. &lt;br /&gt;
&lt;br /&gt;
=== Extended magazine ===&lt;br /&gt;
This trait increases the amount of rounds per burst by 50%. This trait is highly desirable for any weapon. For weapons which fire a 3 round burst, such as the assault rifle, charge rifle, heavy SMG, or chain shotgun, this trait increases the burst to 5 rounds, a 60% increase in the amount of shots fired. This is a significant increase in DPS, especially if the weapon also has an ammo trait. Weapons which fire large bursts with a long firing delay, such as miniguns or LMGs, also benefit enormously from this trait. &lt;br /&gt;
&lt;br /&gt;
If combined with the rapid fire trait, weapons with an extended magazine can fire more rounds at roughly the same rate as a normal weapon.&lt;br /&gt;
&lt;br /&gt;
=== Lightweight ===&lt;br /&gt;
Lightweight weapons have 20% less aiming time and weigh only 75% as much as an ordinary weapon. This moderately increases DPS, especially for weapons with a long aiming time. &lt;br /&gt;
&lt;br /&gt;
=== Cumbersome ===&lt;br /&gt;
This trait is purely negative. Cumbersome weapons weigh more and take longer to aim. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Ornamental ===&lt;br /&gt;
this trait causes a weapon to have a -15% damage multiplier and a +5 beauty stat, as beauty has no effect if on a shelf, in an inventory or being held this does not all that influential. The market value of the weapon is also slightly increased. Due to the combination of a lower damage and higher wealth this can be considered a negative trait.  This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Ugly ===&lt;br /&gt;
This trait reduces the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. The reduction in market value can be slightly beneficial if you are trying to min-max wealth. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Gold inlay ===&lt;br /&gt;
This trait increases the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. Gold-inlaid weapons often feature gold panels or parts on the weapon in game. Gold-inlaid weapons are worth twice as much as an ordinary weapon; however, they are still subject to the 80% value reduction from selling weapons. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Jade inlay ===&lt;br /&gt;
This trait increases the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. Jade-inlaid weapons often feature jade panels or parts on the weapon in game. Jade-inlaid weapons are worth one and a half times as much as an ordinary weapon; however, they are still subject to the 80% value reduction from selling weapons. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== EMP pulser ===&lt;br /&gt;
This weapon ability is an attachment that is only found on charge weapons. When triggered, it produces an EMP similar in size to an EMP grenade, centered on the user. The pulse takes several hours to recharge, and can only be activated once before recharging. The EMP burst will stun mechanoids, humanlikes with certain implants (including friendly pawns), drones, and turrets, as well as breaking the shield of any shield belts caught in the blast.&lt;br /&gt;
&lt;br /&gt;
Oddly, [[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== Grenade launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a grenade launcher with one charge, capable of firing a grenade with a range of 12.9 tiles. The grenade launched is identical to a single [[frag grenade]]. The launcher must be reloaded with 25 steel after each use. A single frag grenade is often of limited utility, but can be useful against bunched-up enemies or against hostile structures such as turrets. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
Despite ordinary [[frag grenade]]s not triggering this effect, [[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== EMP cannon ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds an EMP launcher with two charges, capable of firing an EMP shell with a range of 23.9 tiles. The shell launched is identical to that of a normal quality [[EMP launcher]]. Note that the shells launched by this ability (and by the EMP launcher) have a significantly smaller blast radius than [[EMP grenades]]. The launcher must be reloaded with 15 steel after a shell is fired. This attachment is primarily useful against mechanoids. Mechanoids will adapt to the EMP blast, but an EMP stun can give enough time to move fighters out of danger or destroy the target entirely. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
Despite ordinary [[EMP grenade]]s and [[EMP launcher]]s not triggering this effect, [[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== Smoke launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a smoke launcher with two charges, capable of firing a smoke shell with a range of 23.9 tiles. The shell launched is identical to that of a [[smoke launcher]]. The launcher must be reloaded with 15 steel after a shell is fired. The blind smoke created on impact obscures targets; this makes it harder to hit enemies in the smoke, but it also significantly reduces the accuracy of targets in the smoke. Turrets with a smoke field intersecting their line of sight to potential targets cannot fire. This attachment is mostly useful against turrets, particularly those found in [[mech cluster]]s, which can be dangerous if not smoked out. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
Despite ordinary [[smoke launcher]]s not triggering this effect, [[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== Incendiary launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds an incendiary launcher with one charge, capable of firing an incendiary shell with a range of 23.9 tiles. The shell launched is identical to that of an [[incendiary launcher]]. The launcher must be reloaded with 15 chemfuel after a shell is fired. The small blast radius of the incendiary launcher limits its utility. Still, it can be useful as a way to temporarily disable a small group of enemies or to light flammable structures on fire. This ability also serves as a convenient (and relatively cheap) way to start a small fire without having to re-equip pawns with a flame-based weapon (such as a [[molotov cocktail]] or [[incinerator]]). Note that some enemies, namely mechanoids, are immune to flame damage; additionally, starting fires in confined spaces can be dangerous as the air will quickly superheat. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== Bioferrite burner ===&lt;br /&gt;
{{ Anomaly | section=1 }}&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a short-ranged flamethrower with one charge and a range of 9 tiles. This attachment functions identically to the ability on the [[hellcat rifle]], generating a cone of flame 9 tiles long. This cone expands to 3 tiles wide at the far end of the cone. It must be reloaded with 10 bioferrite after use. This attachment can stun and ignite a small group of enemies in close range; since burning enemies will stop fighting while they try to extinguish themselves, this is effectively a short stun with some damage inflicted. Note that some enemies, namely mechanoids, are immune to flame damage; additionally, starting fires in confined spaces can be dangerous as the air will quickly superheat. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: White fringing on unique weapons.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Paralytic arrows weapon trait not working if Anomaly is not active.&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=174137</id>
		<title>Unique weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=174137"/>
		<updated>2026-01-14T17:06:07Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Incendiary rounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=See [[Persona weapons]]}}&lt;br /&gt;
{{Distinguish|Persona weapons|Relic}}&lt;br /&gt;
'''Unique weapons''' are variants of ranged [[weapons]] added by the [[Odyssey DLC]] with traits that add effects to the weapon, including statistical bonuses and different attacks.&lt;br /&gt;
&lt;br /&gt;
There are currently 13 types of unique weapons, each a variant of another ranged weapon:&lt;br /&gt;
&lt;br /&gt;
{{Icon List|Unique assault rifle}} - a variant of the {{Icon Small|Assault rifle|24}} [[assault rifle]]&lt;br /&gt;
{{Icon List|Unique beam repeater}} - a variant of the {{Icon Small|Beam repeater|24}} [[beam repeater]]&lt;br /&gt;
{{Icon List|Unique bolt-action rifle}} - a variant of the {{Icon Small|Bolt-action rifle|24}} [[bolt-action rifle]]&lt;br /&gt;
{{Icon List|Unique chain shotgun}} - a variant of the {{Icon Small|Chain shotgun|24}} [[chain shotgun]]&lt;br /&gt;
{{Icon List|Unique charge lance}} - a variant of the {{Icon Small|Charge lance|24}} [[charge lance]]&lt;br /&gt;
{{Icon List|Unique charge rifle}} - a variant of the {{Icon Small|Charge rifle|24}} [[charge rifle]]&lt;br /&gt;
{{Icon List|Unique greatbow}} - a variant of the {{Icon Small|Greatbow|24}} [[greatbow]]&lt;br /&gt;
{{Icon List|Unique heavy SMG}} - a variant of the {{Icon Small|Heavy SMG|24}} [[heavy SMG]]&lt;br /&gt;
{{Icon List|Unique hellcat rifle}} - a variant of the {{Icon Small|Hellcat rifle|24}} [[hellcat rifle]]{{AnomalyIcon}}&lt;br /&gt;
{{Icon List|Unique LMG}} - a variant of the {{Icon Small|LMG|24}} [[LMG]]&lt;br /&gt;
{{Icon List|Unique minigun}} - a variant of the {{Icon Small|minigun|24}} [[minigun]]&lt;br /&gt;
{{Icon List|Unique revolver}} - a variant of the {{Icon Small|Revolver|24}} [[revolver]]&lt;br /&gt;
{{Icon List|Unique sniper rifle}} - a variant of the {{Icon Small|Sniper rifle|24}} [[sniper rifle]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unique weapons can be obtained through [[quests]], found in loot boxes like [[sealed crate]]s, [[sealed container|container]]s or [[ancient safe]]s, found while [[fishing]], or gifted by visitors. Unique weapons can also rarely be dropped by raiders.&lt;br /&gt;
Ancient Mercenary and Orbital Item Stash quests will always contain at least one unique weapon, typically masterwork or legendary [[quality]].&lt;br /&gt;
&lt;br /&gt;
Weapons depot and [[ancient garrison]] map features do NOT contain unique weapons, nor do [[ancient danger]]s.&lt;br /&gt;
&lt;br /&gt;
== Name generation == &lt;br /&gt;
{{Stub|section=1|reason=General stub - see persona weapons for example. Might need to be explained on pages too}}&lt;br /&gt;
Unique weapons have unique names. They are generated &amp;lt;somehow&amp;gt; using a combination of the individual type of weapon's namerLabels and the trait's traitAdjectives.&lt;br /&gt;
&lt;br /&gt;
== Farming Strategy ==&lt;br /&gt;
Maps can generate with an &amp;quot;Ancient Mercenaries&amp;quot; Quest &lt;br /&gt;
&lt;br /&gt;
Books with &amp;quot;Generate Quest&amp;quot; give a ~30% chance to an &amp;quot;Ancient Mercenaries&amp;quot; Quest:&lt;br /&gt;
* [[Tome]]s{{AnomalyIcon}} generate with a quest 15% of the time.&lt;br /&gt;
* [[Novel]]s generate with a quest 5% of the time.&lt;br /&gt;
* [[Textbook]]s generate with a quest 1% of the time.&lt;br /&gt;
* [[Schematic]]s cannot generate quests.&lt;br /&gt;
&lt;br /&gt;
[[Fishing]] has a chance to generate a Rare Catch which itself contains a chance to give a map or a much smaller chance to get a unique weapon outright. &lt;br /&gt;
&lt;br /&gt;
The Infested Settlement Landmarks has a high likelihood of [[sealed crate]]s and can spawn an infested cavern which can contain more.&lt;br /&gt;
&lt;br /&gt;
The Ruins Landmarks can contain [[ancient safe]]s which have a high likelihood of having a Map or a much smaller chance to get a Unique weapon outright.&lt;br /&gt;
&lt;br /&gt;
Any Glacial Plain tile has a chance to have a [[sealed crate]] or [[ancient safe]] buried in the ice.&lt;br /&gt;
&lt;br /&gt;
Any Scarlands Tile has chance to have a [[sealed crate]].&lt;br /&gt;
&lt;br /&gt;
The [[ancient uplink]] or [[orbital scanner]] have a chance to generate:&lt;br /&gt;
* Orbital Item Stash, which always has a Unique Weapon&lt;br /&gt;
* Satellite, which contains [[sealed container|container]] which has a ~40% chance for a Unique Weapon&lt;br /&gt;
* Mechanoid platform, which contains [[sealed crate]]s&lt;br /&gt;
&lt;br /&gt;
Unique weapons are generated with different ranges of quality depending on the source:&lt;br /&gt;
* The best pool only generates unique weapons of masterwork or legendary quality. It is used by the ancient mercenaries quest and the orbital item stash quest, which both guarantee a unique weapon. [[Sealed container]]s that spawn on satellite quests also use that pool but they only contain a unique weapon in 40% of cases.&lt;br /&gt;
* The next and most common pool generates unique weapons of good to legendary quality. All sources using that pool have a low chance of a unique weapon:&lt;br /&gt;
** ~6.25% chance for high value [[hermetic crate]]s (excludes those found in the [[scarlands]] ruins)&lt;br /&gt;
** ~6.25% chance for [[sealed crate]]s &lt;br /&gt;
** ~3-6% chance for random quest rewards sent par pods (depending on which other rewards are available)&lt;br /&gt;
** ~1.8% chance for [[rusted safe]]s&lt;br /&gt;
** very low chance for fishing (at best 1% chance of rare catch, and then 1.5-1.7% chance of unique weapon depending on biome)&lt;br /&gt;
* Visitor gifts have their own pool, of normal to legendary quality with a high chance of being normal.&lt;br /&gt;
&lt;br /&gt;
{{Unique weapon traits}}&lt;br /&gt;
&lt;br /&gt;
== Trait analysis ==&lt;br /&gt;
{{Rewrite|section =1|reason= Section is for analysis, it doesn't need to rote replicate the effects, that's what the table is for. Should only replicate where it goes into more depth than is possible in the table or where it facilitates analysis}}&lt;br /&gt;
&lt;br /&gt;
=== Aim assistance ===&lt;br /&gt;
This trait increases accuracy at all ranges by 20%, and also allows the wielder to ignore all penalties from environmental conditions, including [[blind smoke]] and [[blind fog]]. This makes it a generally desirable trait for any weapon, except perhaps those that already are approaching 100% accuracy due to quality. This trait works well with [[smokepop pack]] or [[smoke launcher]] or in maps where bad weather is common.&lt;br /&gt;
&lt;br /&gt;
=== Custom grip ===&lt;br /&gt;
A minor upgrade to close and short range accuracy. Generally a mediocre perk, but useful in specific circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Pistol brace ===&lt;br /&gt;
A revolver-exclusive trait that provides an identical accuracy upgrade to [[Unique weapons#Aim assistance|Aim assistance]], though lacking the removal of accuracy penalties. Even on its own it is still a valuable improvement to overall damage potential. While it ''can'' stack with Aim assistance, in practice this would only be useful for revolvers of normal quality and below, where it can offset the lower base accuracy.&lt;br /&gt;
&lt;br /&gt;
=== Tactical sight ===&lt;br /&gt;
Increases accuracy at medium and long ranges. Generally more useful than Custom grip.&lt;br /&gt;
Medium X120% &lt;br /&gt;
Long X120%&lt;br /&gt;
&lt;br /&gt;
=== Shoddy sights ===&lt;br /&gt;
This trait is purely negative, worsening a weapon's accuracy at all ranges.&lt;br /&gt;
&lt;br /&gt;
=== Tracking scope ===&lt;br /&gt;
This trait reduces aiming time by 25%. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle. Since sniper rifles have a relatively long aiming time, this trait can significantly increase DPS.&lt;br /&gt;
&lt;br /&gt;
=== Rangefinder scope ===&lt;br /&gt;
This trait increases a weapon's maximum range by 10%. This trait is useful, but not as impactful as an extended barrel. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
This trait stacks with the extended barrel trait, which offers 20% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Pulse charger ===&lt;br /&gt;
This trait can only be found on revolvers. It reduces accuracy at all ranges by 20%, but increases damage by a very large 60%, and armor penetration by 30%. While the revolver is not a great weapon by any measure, a revolver with this trait can at least compete with other high powered weapons at shorter ranges. The accuracy penalty can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. However, even with a pulse charger, revolvers are not competitive weapons in the late game. &lt;br /&gt;
&lt;br /&gt;
=== Tox rounds ===&lt;br /&gt;
Tox rounds add a small amount of toxic buildup to targets on a hit. Some enemies (such as mechanoids) are immune to toxic buildup. Humanlike enemies, such as raiders, will often be killed simply from shooting them before the toxic buildup can incapacitate them. This trait is also undesirable for hunters, as animals with toxic buildup have a chance to immediately rot when killed. Tox rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing rounds ===&lt;br /&gt;
Piercing rounds increase the armor penetration of the weapon's attacks by 20%. This effect stacks with the increased AP offered by masterwork or legendary weapons. Piercing rounds are ideal on ballistic weapons which struggle against armored enemies or [[centipedes]], such as the [[assault rifle]] or [[chain shotgun]]. Since most enemies in the game have some form of armor, piercing rounds are generally a quite versatile and useful trait. Piercing rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary rounds ===&lt;br /&gt;
Incendiary rounds have a 30% chance (scaled by [[Flammability|flammability]]) to ignite targets when struck, similar to the [[plasmasword]], which has a 50% chance. Burning enemies stop firing and run around, ignoring collision; this can be beneficial or harmful, depending on the situation. Mechanoids are immune to flame damage. Incendiary rounds are mutually exclusive with all other kinds of ammo traits.&lt;br /&gt;
&lt;br /&gt;
Oddly, this trait does not make the weapon incendiary for the purpose of triggering the [[Pyromaniac]] mood bonus.&lt;br /&gt;
&lt;br /&gt;
=== EMP rounds ===&lt;br /&gt;
EMP rounds briefly stun mechanoid, turret, or drone targets when hit. However, these enemies will quickly adapt to the effects of the EMP rounds and are typically staggered for only 1 or 2 bursts. Still, this stun can be enough to briefly incapacitate a dangerous enemy, such as a [[centipede]], [[hunter drone]], or [[diabolus]]. EMP rounds will also break [[shield belt]]s. Animals and humanlikes (other than those wearing a shield belt) are unaffected. EMP rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Heavy rounds ===&lt;br /&gt;
Heavy rounds add a flat +2 to a weapon's stopping power, as well as increasing damage by 10%. Stopping power affects what kinds of targets a weapon will stagger. Stopping power equal to or greater than a creature's body size is required to stagger. All weapons with this trait will have a stopping power value of at least 2.5, enough to stagger any enemy the same size or smaller than a [[moose]] or [[muffalo]]; this includes all humanlikes, most animals, all insectoids (except the [[hive queen]]), and combat mechanoids smaller than a centipede. This trait is generally quite desirable compared to other ammo types, as it offers a wide degree of utility against almost every enemy in the game.&lt;br /&gt;
&lt;br /&gt;
Weapons like the sniper rifle, charge lance, or bolt action rifle (which have a base stopping power of 1.5), will be able to stagger every enemy in the game with the exception of the [[alpha thrumbo]] and [[dreadmeld]].  &lt;br /&gt;
&lt;br /&gt;
Heavy rounds are mutually exclusive with all other kinds of ammo traits.&lt;br /&gt;
&lt;br /&gt;
=== Hollow point rounds ===&lt;br /&gt;
Hollow point rounds increase the damage of a weapon by 20%. This effect stacks with the increased damage offered by masterwork or legendary weapons. All weapons benefit from 20% more damage, so this is desirable on any weapon. The increased damage is still subject to armor penalties on heavily-armored targets, so in some situations, piercing rounds are superior. Hollow point rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== High power rounds ===&lt;br /&gt;
High power rounds increase damage by 30%, and armor penetration by 15%, but reduce accuracy at all range values to 90% of the weapon's expected accuracy. The damage and armor penetration bonuses stack with increases to these stats offered by masterwork or legendary weapons. Despite the negative effects on accuracy, the increased damage and armor penetration makes this a universally desirable trait on all weapons. Increases to both damage and armor penetration are useful on all weapons, and unlike many other types of ammo traits, are effective bonuses against essentially every kind of enemy in the game. The reduced accuracy of high power weapons can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. High power rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Charge capacitor ===&lt;br /&gt;
This trait can only be found on charge weapons, and it is essentially an enhanced version of high power rounds. Weapons with this trait have 35% more damage and 20% more armor penetration with no downsides. This trait is highly desirable on any charge weapon. &lt;br /&gt;
&lt;br /&gt;
=== Frequency amplifier ===&lt;br /&gt;
This trait can only be found on the [[beam repeater]]. It offers a massive 50% increase in damage, and a 30% increase in range, but increases the weapon's ranged cooldown by 50%. Beam repeaters are mostly useful against heavily armored humanlike targets, and an increase in both range and damage is quite useful in most combat situations.  &lt;br /&gt;
&lt;br /&gt;
=== Tox pellets ===&lt;br /&gt;
Tox pellets are essentially identical to toxic rounds; they are found on shotguns. Tox pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary pellets ===&lt;br /&gt;
Incendiary pellets are essentially identical to incendiary rounds; they are found on shotguns. Incendiary pellets are mutually exclusive with all other kinds of ammo traits. Oddly, this trait does not make the weapon incendiary for the purpose of triggering the [[Pyromaniac]] mood bonus.&lt;br /&gt;
&lt;br /&gt;
=== Birdshot pellets ===&lt;br /&gt;
Birdshot pellets increase accuracy at close and very close range, but reduce accuracy at medium or long range. Additionally, birdshot pellets lose a significant amount (25%) of the weapon's armor penetration value. This can result in a significant loss in damage against armored enemies and mechanoids. Against heavily armored raiders or centipedes, this trait is actively worse than a non-unique weapon of the same quality. Birdshot pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing arrows ===&lt;br /&gt;
This trait improves the greatbow's lacking armor penetration, making it more useful against armored enemies and mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== Paralytic arrows ===&lt;br /&gt;
Gives the greatbow a stun similar to the [[nerve spiker]]'s stun.&lt;br /&gt;
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=== Broadhead arrows ===&lt;br /&gt;
This trait improves the greatbow's damage. &lt;br /&gt;
&lt;br /&gt;
=== Lightweight arrows ===&lt;br /&gt;
This trait improves the greatbow's range in exchange for a small damage decrease. &lt;br /&gt;
&lt;br /&gt;
=== Reinforced bow limbs ===&lt;br /&gt;
This trait improves the greatbow's range half as much as Lightweight arrows, but without a damage decrease. &lt;br /&gt;
&lt;br /&gt;
=== Extended barrel ===&lt;br /&gt;
Extended barrel increases a weapon's maximum range by 20%. This trait is generally useful on all weapons, particularly those which suffer from limited range, as well as sniper rifles. This trait extends the range of [[charge rifle]]s to 33 cells, [[assault rifle]]s to 37 cells, [[bolt-action rifle]]s to 44 cells, and [[sniper rifle]]s to 54 cells. Increasing the engagement range can help keep colonists safe from counterattack, and allow pawns to fire at enemies before they get in range. This trait is mutually exclusive with the shortened barrel trait.&lt;br /&gt;
&lt;br /&gt;
This trait also stacks with the rangefinder trait, which offers 10% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Shortened barrel ===&lt;br /&gt;
This trait improves the [[chain shotgun]]'s aiming time at the cost of its range. As shotguns are short-range weapons, the lost range is not significant, and the aiming time decrease is desirable. &lt;br /&gt;
&lt;br /&gt;
=== Quick reload ===&lt;br /&gt;
This trait reduces ranged cooldown by 20%, resulting in an increase in the weapon's DPS. It is most impactful on weapons with long ranged cooldowns, such as the [[beam repeater]] or [[charge lance]]. &lt;br /&gt;
&lt;br /&gt;
=== Rapid fire ===&lt;br /&gt;
This trait significantly increases a weapon's rate of fire. Note that this does not affect either the ranged cooldown or the aiming time stats of the weapon; this trait shortens the delay between each bullet within the same burst being fired. This trait is most useful for weapons such as the [[LMG]] or [[minigun]], which fire a large amount of shots per burst. This trait is also valuable on weapons which have the extended magazine modifier, which adds more rounds to each burst. &lt;br /&gt;
&lt;br /&gt;
=== Extended magazine ===&lt;br /&gt;
This trait increases the amount of rounds per burst by 50%. This trait is highly desirable for any weapon. For weapons which fire a 3 round burst, such as the assault rifle, charge rifle, heavy SMG, or chain shotgun, this trait increases the burst to 5 rounds, a 60% increase in the amount of shots fired. This is a significant increase in DPS, especially if the weapon also has an ammo trait. Weapons which fire large bursts with a long firing delay, such as miniguns or LMGs, also benefit enormously from this trait. &lt;br /&gt;
&lt;br /&gt;
If combined with the rapid fire trait, weapons with an extended magazine can fire more rounds at roughly the same rate as a normal weapon.&lt;br /&gt;
&lt;br /&gt;
=== Lightweight ===&lt;br /&gt;
Lightweight weapons have 20% less aiming time and weigh only 75% as much as an ordinary weapon. This moderately increases DPS, especially for weapons with a long aiming time. &lt;br /&gt;
&lt;br /&gt;
=== Cumbersome ===&lt;br /&gt;
This trait is purely negative. Cumbersome weapons weigh more and take longer to aim. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Ornamental ===&lt;br /&gt;
this trait causes a weapon to have a -15% damage multiplier and a +5 beauty stat, as beauty has no effect if on a shelf, in an inventory or being held this does not all that influential. The market value of the weapon is also slightly increased. Due to the combination of a lower damage and higher wealth this can be considered a negative trait.  This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Ugly ===&lt;br /&gt;
This trait reduces the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. The reduction in market value can be slightly beneficial if you are trying to min-max wealth. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Gold inlay ===&lt;br /&gt;
This trait increases the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. Gold-inlaid weapons often feature gold panels or parts on the weapon in game. Gold-inlaid weapons are worth twice as much as an ordinary weapon; however, they are still subject to the 80% value reduction from selling weapons. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Jade inlay ===&lt;br /&gt;
This trait increases the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. Jade-inlaid weapons often feature jade panels or parts on the weapon in game. Jade-inlaid weapons are worth one and a half times as much as an ordinary weapon; however, they are still subject to the 80% value reduction from selling weapons. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== EMP pulser ===&lt;br /&gt;
This weapon ability is an attachment that is only found on charge weapons. When triggered, it produces an EMP similar in size to an EMP grenade, centered on the user. The pulse takes several hours to recharge, and can only be activated once before recharging. The EMP burst will stun mechanoids, humanlikes with certain implants (including friendly pawns), drones, and turrets, as well as breaking the shield of any shield belts caught in the blast.&lt;br /&gt;
&lt;br /&gt;
Oddly, [[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== Grenade launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a grenade launcher with one charge, capable of firing a grenade with a range of 12.9 tiles. The grenade launched is identical to a single [[frag grenade]]. The launcher must be reloaded with 25 steel after each use. A single frag grenade is often of limited utility, but can be useful against bunched-up enemies or against hostile structures such as turrets. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
Despite ordinary [[frag grenade]]s not triggering this effect, [[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== EMP cannon ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds an EMP launcher with two charges, capable of firing an EMP shell with a range of 23.9 tiles. The shell launched is identical to that of a normal quality [[EMP launcher]]. Note that the shells launched by this ability (and by the EMP launcher) have a significantly smaller blast radius than [[EMP grenades]]. The launcher must be reloaded with 15 steel after a shell is fired. This attachment is primarily useful against mechanoids. Mechanoids will adapt to the EMP blast, but an EMP stun can give enough time to move fighters out of danger or destroy the target entirely. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
Despite ordinary [[EMP grenade]]s and [[EMP launcher]]s not triggering this effect, [[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== Smoke launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a smoke launcher with two charges, capable of firing a smoke shell with a range of 23.9 tiles. The shell launched is identical to that of a [[smoke launcher]]. The launcher must be reloaded with 15 steel after a shell is fired. The blind smoke created on impact obscures targets; this makes it harder to hit enemies in the smoke, but it also significantly reduces the accuracy of targets in the smoke. Turrets with a smoke field intersecting their line of sight to potential targets cannot fire. This attachment is mostly useful against turrets, particularly those found in [[mech cluster]]s, which can be dangerous if not smoked out. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
Despite ordinary [[smoke launchers]]s not triggering this effect, [[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== Incendiary launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds an incendiary launcher with one charge, capable of firing an incendiary shell with a range of 23.9 tiles. The shell launched is identical to that of an [[incendiary launcher]]. The launcher must be reloaded with 15 chemfuel after a shell is fired. The small blast radius of the incendiary launcher limits its utility. Still, it can be useful as a way to temporarily disable a small group of enemies or to light flammable structures on fire. This ability also serves as a convenient (and relatively cheap) way to start a small fire without having to re-equip pawns with a flame-based weapon (such as a [[molotov cocktail]] or [[incinerator]]). Note that some enemies, namely mechanoids, are immune to flame damage; additionally, starting fires in confined spaces can be dangerous as the air will quickly superheat. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== Bioferrite burner ===&lt;br /&gt;
{{ Anomaly | section=1 }}&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a short-ranged flamethrower with one charge and a range of 9 tiles. This attachment functions identically to the ability on the [[hellcat rifle]], generating a cone of flame 9 tiles long. This cone expands to 3 tiles wide at the far end of the cone. It must be reloaded with 10 bioferrite after use. This attachment can stun and ignite a small group of enemies in close range; since burning enemies will stop fighting while they try to extinguish themselves, this is effectively a short stun with some damage inflicted. Note that some enemies, namely mechanoids, are immune to flame damage; additionally, starting fires in confined spaces can be dangerous as the air will quickly superheat. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: White fringing on unique weapons.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Paralytic arrows weapon trait not working if Anomaly is not active.&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=174136</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=174136"/>
		<updated>2026-01-14T17:05:24Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Living space */&lt;/p&gt;
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[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
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== 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;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|growth moment]] (birthdays 7, 10, and 13).&lt;br /&gt;
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=== 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. [[Reproduction#Babies|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;
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=== 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;
* [[Reproduction#Babies|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}} [[social|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}} [[social|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 [[Rooms#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 [[Rooms#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, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[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 [[Rooms#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 [[Rooms#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 [[Rooms#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]], {{RoyaltyIcon}}[[plasmasword]], {{BiotechIcon}}[[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], {{AnomalyIcon}}[[incinerator]], or {{OdysseyIcon}}[[unique weapons#Trait_analysis|unique weapons]] 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]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{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;{{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 [[Mental_break#Run_wild|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|psychic insanity lances]], [[Psycasts|psycasts]] {{RoyaltyIcon}}, [[Genes|genes]] {{BiotechIcon}}, or even randomly-induced mental breaks from other traits. [[Golden_cube#Cube_sculptures|Cube sculpting]] {{AnomalyIcon}} and [[Tome|Tomes]] {{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}} [[Social|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}} [[Social|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}} [[social|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}} [[social|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}} [[social|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}} [[social|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}} [[social|opinion]] of any pawns with any addiction&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with chemical interest&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|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}} [[social|opinion]] of any pawns without the same trait or hard worker&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|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}} [[social|opinion]] of any pawns without the same trait or industrious&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[social|opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[social|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 [[Mental_break#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;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=174135</id>
		<title>Unique weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=174135"/>
		<updated>2026-01-14T17:03:19Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Trait analysis */ Pyromaniac mood triggers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=See [[Persona weapons]]}}&lt;br /&gt;
{{Distinguish|Persona weapons|Relic}}&lt;br /&gt;
'''Unique weapons''' are variants of ranged [[weapons]] added by the [[Odyssey DLC]] with traits that add effects to the weapon, including statistical bonuses and different attacks.&lt;br /&gt;
&lt;br /&gt;
There are currently 13 types of unique weapons, each a variant of another ranged weapon:&lt;br /&gt;
&lt;br /&gt;
{{Icon List|Unique assault rifle}} - a variant of the {{Icon Small|Assault rifle|24}} [[assault rifle]]&lt;br /&gt;
{{Icon List|Unique beam repeater}} - a variant of the {{Icon Small|Beam repeater|24}} [[beam repeater]]&lt;br /&gt;
{{Icon List|Unique bolt-action rifle}} - a variant of the {{Icon Small|Bolt-action rifle|24}} [[bolt-action rifle]]&lt;br /&gt;
{{Icon List|Unique chain shotgun}} - a variant of the {{Icon Small|Chain shotgun|24}} [[chain shotgun]]&lt;br /&gt;
{{Icon List|Unique charge lance}} - a variant of the {{Icon Small|Charge lance|24}} [[charge lance]]&lt;br /&gt;
{{Icon List|Unique charge rifle}} - a variant of the {{Icon Small|Charge rifle|24}} [[charge rifle]]&lt;br /&gt;
{{Icon List|Unique greatbow}} - a variant of the {{Icon Small|Greatbow|24}} [[greatbow]]&lt;br /&gt;
{{Icon List|Unique heavy SMG}} - a variant of the {{Icon Small|Heavy SMG|24}} [[heavy SMG]]&lt;br /&gt;
{{Icon List|Unique hellcat rifle}} - a variant of the {{Icon Small|Hellcat rifle|24}} [[hellcat rifle]]{{AnomalyIcon}}&lt;br /&gt;
{{Icon List|Unique LMG}} - a variant of the {{Icon Small|LMG|24}} [[LMG]]&lt;br /&gt;
{{Icon List|Unique minigun}} - a variant of the {{Icon Small|minigun|24}} [[minigun]]&lt;br /&gt;
{{Icon List|Unique revolver}} - a variant of the {{Icon Small|Revolver|24}} [[revolver]]&lt;br /&gt;
{{Icon List|Unique sniper rifle}} - a variant of the {{Icon Small|Sniper rifle|24}} [[sniper rifle]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unique weapons can be obtained through [[quests]], found in loot boxes like [[sealed crate]]s, [[sealed container|container]]s or [[ancient safe]]s, found while [[fishing]], or gifted by visitors. Unique weapons can also rarely be dropped by raiders.&lt;br /&gt;
Ancient Mercenary and Orbital Item Stash quests will always contain at least one unique weapon, typically masterwork or legendary [[quality]].&lt;br /&gt;
&lt;br /&gt;
Weapons depot and [[ancient garrison]] map features do NOT contain unique weapons, nor do [[ancient danger]]s.&lt;br /&gt;
&lt;br /&gt;
== Name generation == &lt;br /&gt;
{{Stub|section=1|reason=General stub - see persona weapons for example. Might need to be explained on pages too}}&lt;br /&gt;
Unique weapons have unique names. They are generated &amp;lt;somehow&amp;gt; using a combination of the individual type of weapon's namerLabels and the trait's traitAdjectives.&lt;br /&gt;
&lt;br /&gt;
== Farming Strategy ==&lt;br /&gt;
Maps can generate with an &amp;quot;Ancient Mercenaries&amp;quot; Quest &lt;br /&gt;
&lt;br /&gt;
Books with &amp;quot;Generate Quest&amp;quot; give a ~30% chance to an &amp;quot;Ancient Mercenaries&amp;quot; Quest:&lt;br /&gt;
* [[Tome]]s{{AnomalyIcon}} generate with a quest 15% of the time.&lt;br /&gt;
* [[Novel]]s generate with a quest 5% of the time.&lt;br /&gt;
* [[Textbook]]s generate with a quest 1% of the time.&lt;br /&gt;
* [[Schematic]]s cannot generate quests.&lt;br /&gt;
&lt;br /&gt;
[[Fishing]] has a chance to generate a Rare Catch which itself contains a chance to give a map or a much smaller chance to get a unique weapon outright. &lt;br /&gt;
&lt;br /&gt;
The Infested Settlement Landmarks has a high likelihood of [[sealed crate]]s and can spawn an infested cavern which can contain more.&lt;br /&gt;
&lt;br /&gt;
The Ruins Landmarks can contain [[ancient safe]]s which have a high likelihood of having a Map or a much smaller chance to get a Unique weapon outright.&lt;br /&gt;
&lt;br /&gt;
Any Glacial Plain tile has a chance to have a [[sealed crate]] or [[ancient safe]] buried in the ice.&lt;br /&gt;
&lt;br /&gt;
Any Scarlands Tile has chance to have a [[sealed crate]].&lt;br /&gt;
&lt;br /&gt;
The [[ancient uplink]] or [[orbital scanner]] have a chance to generate:&lt;br /&gt;
* Orbital Item Stash, which always has a Unique Weapon&lt;br /&gt;
* Satellite, which contains [[sealed container|container]] which has a ~40% chance for a Unique Weapon&lt;br /&gt;
* Mechanoid platform, which contains [[sealed crate]]s&lt;br /&gt;
&lt;br /&gt;
Unique weapons are generated with different ranges of quality depending on the source:&lt;br /&gt;
* The best pool only generates unique weapons of masterwork or legendary quality. It is used by the ancient mercenaries quest and the orbital item stash quest, which both guarantee a unique weapon. [[Sealed container]]s that spawn on satellite quests also use that pool but they only contain a unique weapon in 40% of cases.&lt;br /&gt;
* The next and most common pool generates unique weapons of good to legendary quality. All sources using that pool have a low chance of a unique weapon:&lt;br /&gt;
** ~6.25% chance for high value [[hermetic crate]]s (excludes those found in the [[scarlands]] ruins)&lt;br /&gt;
** ~6.25% chance for [[sealed crate]]s &lt;br /&gt;
** ~3-6% chance for random quest rewards sent par pods (depending on which other rewards are available)&lt;br /&gt;
** ~1.8% chance for [[rusted safe]]s&lt;br /&gt;
** very low chance for fishing (at best 1% chance of rare catch, and then 1.5-1.7% chance of unique weapon depending on biome)&lt;br /&gt;
* Visitor gifts have their own pool, of normal to legendary quality with a high chance of being normal.&lt;br /&gt;
&lt;br /&gt;
{{Unique weapon traits}}&lt;br /&gt;
&lt;br /&gt;
== Trait analysis ==&lt;br /&gt;
{{Rewrite|section =1|reason= Section is for analysis, it doesn't need to rote replicate the effects, that's what the table is for. Should only replicate where it goes into more depth than is possible in the table or where it facilitates analysis}}&lt;br /&gt;
&lt;br /&gt;
=== Aim assistance ===&lt;br /&gt;
This trait increases accuracy at all ranges by 20%, and also allows the wielder to ignore all penalties from environmental conditions, including [[blind smoke]] and [[blind fog]]. This makes it a generally desirable trait for any weapon, except perhaps those that already are approaching 100% accuracy due to quality. This trait works well with [[smokepop pack]] or [[smoke launcher]] or in maps where bad weather is common.&lt;br /&gt;
&lt;br /&gt;
=== Custom grip ===&lt;br /&gt;
A minor upgrade to close and short range accuracy. Generally a mediocre perk, but useful in specific circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Pistol brace ===&lt;br /&gt;
A revolver-exclusive trait that provides an identical accuracy upgrade to [[Unique weapons#Aim assistance|Aim assistance]], though lacking the removal of accuracy penalties. Even on its own it is still a valuable improvement to overall damage potential. While it ''can'' stack with Aim assistance, in practice this would only be useful for revolvers of normal quality and below, where it can offset the lower base accuracy.&lt;br /&gt;
&lt;br /&gt;
=== Tactical sight ===&lt;br /&gt;
Increases accuracy at medium and long ranges. Generally more useful than Custom grip.&lt;br /&gt;
Medium X120% &lt;br /&gt;
Long X120%&lt;br /&gt;
&lt;br /&gt;
=== Shoddy sights ===&lt;br /&gt;
This trait is purely negative, worsening a weapon's accuracy at all ranges.&lt;br /&gt;
&lt;br /&gt;
=== Tracking scope ===&lt;br /&gt;
This trait reduces aiming time by 25%. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle. Since sniper rifles have a relatively long aiming time, this trait can significantly increase DPS.&lt;br /&gt;
&lt;br /&gt;
=== Rangefinder scope ===&lt;br /&gt;
This trait increases a weapon's maximum range by 10%. This trait is useful, but not as impactful as an extended barrel. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
This trait stacks with the extended barrel trait, which offers 20% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Pulse charger ===&lt;br /&gt;
This trait can only be found on revolvers. It reduces accuracy at all ranges by 20%, but increases damage by a very large 60%, and armor penetration by 30%. While the revolver is not a great weapon by any measure, a revolver with this trait can at least compete with other high powered weapons at shorter ranges. The accuracy penalty can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. However, even with a pulse charger, revolvers are not competitive weapons in the late game. &lt;br /&gt;
&lt;br /&gt;
=== Tox rounds ===&lt;br /&gt;
Tox rounds add a small amount of toxic buildup to targets on a hit. Some enemies (such as mechanoids) are immune to toxic buildup. Humanlike enemies, such as raiders, will often be killed simply from shooting them before the toxic buildup can incapacitate them. This trait is also undesirable for hunters, as animals with toxic buildup have a chance to immediately rot when killed. Tox rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing rounds ===&lt;br /&gt;
Piercing rounds increase the armor penetration of the weapon's attacks by 20%. This effect stacks with the increased AP offered by masterwork or legendary weapons. Piercing rounds are ideal on ballistic weapons which struggle against armored enemies or [[centipedes]], such as the [[assault rifle]] or [[chain shotgun]]. Since most enemies in the game have some form of armor, piercing rounds are generally a quite versatile and useful trait. Piercing rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary rounds ===&lt;br /&gt;
Incendiary rounds have a 30% chance (scaled by [[Flammability|flammability]]) to ignite targets when struck, similar to the [[plasmasword]], which has a 50% chance. Burning enemies stop firing and run around, ignoring collision; this can be beneficial or harmful, depending on the situation. Oddly, this trait does not make the weapon incendiary for the purpose of triggering the [[Pyromaniac]] mood bonus. Mechanoids are immune to flame damage. Incendiary rounds are mutually exclusive with all other kinds of ammo traits.&lt;br /&gt;
&lt;br /&gt;
=== EMP rounds ===&lt;br /&gt;
EMP rounds briefly stun mechanoid, turret, or drone targets when hit. However, these enemies will quickly adapt to the effects of the EMP rounds and are typically staggered for only 1 or 2 bursts. Still, this stun can be enough to briefly incapacitate a dangerous enemy, such as a [[centipede]], [[hunter drone]], or [[diabolus]]. EMP rounds will also break [[shield belt]]s. Animals and humanlikes (other than those wearing a shield belt) are unaffected. EMP rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Heavy rounds ===&lt;br /&gt;
Heavy rounds add a flat +2 to a weapon's stopping power, as well as increasing damage by 10%. Stopping power affects what kinds of targets a weapon will stagger. Stopping power equal to or greater than a creature's body size is required to stagger. All weapons with this trait will have a stopping power value of at least 2.5, enough to stagger any enemy the same size or smaller than a [[moose]] or [[muffalo]]; this includes all humanlikes, most animals, all insectoids (except the [[hive queen]]), and combat mechanoids smaller than a centipede. This trait is generally quite desirable compared to other ammo types, as it offers a wide degree of utility against almost every enemy in the game.&lt;br /&gt;
&lt;br /&gt;
Weapons like the sniper rifle, charge lance, or bolt action rifle (which have a base stopping power of 1.5), will be able to stagger every enemy in the game with the exception of the [[alpha thrumbo]] and [[dreadmeld]].  &lt;br /&gt;
&lt;br /&gt;
Heavy rounds are mutually exclusive with all other kinds of ammo traits.&lt;br /&gt;
&lt;br /&gt;
=== Hollow point rounds ===&lt;br /&gt;
Hollow point rounds increase the damage of a weapon by 20%. This effect stacks with the increased damage offered by masterwork or legendary weapons. All weapons benefit from 20% more damage, so this is desirable on any weapon. The increased damage is still subject to armor penalties on heavily-armored targets, so in some situations, piercing rounds are superior. Hollow point rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== High power rounds ===&lt;br /&gt;
High power rounds increase damage by 30%, and armor penetration by 15%, but reduce accuracy at all range values to 90% of the weapon's expected accuracy. The damage and armor penetration bonuses stack with increases to these stats offered by masterwork or legendary weapons. Despite the negative effects on accuracy, the increased damage and armor penetration makes this a universally desirable trait on all weapons. Increases to both damage and armor penetration are useful on all weapons, and unlike many other types of ammo traits, are effective bonuses against essentially every kind of enemy in the game. The reduced accuracy of high power weapons can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. High power rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Charge capacitor ===&lt;br /&gt;
This trait can only be found on charge weapons, and it is essentially an enhanced version of high power rounds. Weapons with this trait have 35% more damage and 20% more armor penetration with no downsides. This trait is highly desirable on any charge weapon. &lt;br /&gt;
&lt;br /&gt;
=== Frequency amplifier ===&lt;br /&gt;
This trait can only be found on the [[beam repeater]]. It offers a massive 50% increase in damage, and a 30% increase in range, but increases the weapon's ranged cooldown by 50%. Beam repeaters are mostly useful against heavily armored humanlike targets, and an increase in both range and damage is quite useful in most combat situations.  &lt;br /&gt;
&lt;br /&gt;
=== Tox pellets ===&lt;br /&gt;
Tox pellets are essentially identical to toxic rounds; they are found on shotguns. Tox pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary pellets ===&lt;br /&gt;
Incendiary pellets are essentially identical to incendiary rounds; they are found on shotguns. Incendiary pellets are mutually exclusive with all other kinds of ammo traits. Oddly, this trait does not make the weapon incendiary for the purpose of triggering the [[Pyromaniac]] mood bonus.&lt;br /&gt;
&lt;br /&gt;
=== Birdshot pellets ===&lt;br /&gt;
Birdshot pellets increase accuracy at close and very close range, but reduce accuracy at medium or long range. Additionally, birdshot pellets lose a significant amount (25%) of the weapon's armor penetration value. This can result in a significant loss in damage against armored enemies and mechanoids. Against heavily armored raiders or centipedes, this trait is actively worse than a non-unique weapon of the same quality. Birdshot pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing arrows ===&lt;br /&gt;
This trait improves the greatbow's lacking armor penetration, making it more useful against armored enemies and mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== Paralytic arrows ===&lt;br /&gt;
Gives the greatbow a stun similar to the [[nerve spiker]]'s stun.&lt;br /&gt;
&lt;br /&gt;
=== Broadhead arrows ===&lt;br /&gt;
This trait improves the greatbow's damage. &lt;br /&gt;
&lt;br /&gt;
=== Lightweight arrows ===&lt;br /&gt;
This trait improves the greatbow's range in exchange for a small damage decrease. &lt;br /&gt;
&lt;br /&gt;
=== Reinforced bow limbs ===&lt;br /&gt;
This trait improves the greatbow's range half as much as Lightweight arrows, but without a damage decrease. &lt;br /&gt;
&lt;br /&gt;
=== Extended barrel ===&lt;br /&gt;
Extended barrel increases a weapon's maximum range by 20%. This trait is generally useful on all weapons, particularly those which suffer from limited range, as well as sniper rifles. This trait extends the range of [[charge rifle]]s to 33 cells, [[assault rifle]]s to 37 cells, [[bolt-action rifle]]s to 44 cells, and [[sniper rifle]]s to 54 cells. Increasing the engagement range can help keep colonists safe from counterattack, and allow pawns to fire at enemies before they get in range. This trait is mutually exclusive with the shortened barrel trait.&lt;br /&gt;
&lt;br /&gt;
This trait also stacks with the rangefinder trait, which offers 10% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Shortened barrel ===&lt;br /&gt;
This trait improves the [[chain shotgun]]'s aiming time at the cost of its range. As shotguns are short-range weapons, the lost range is not significant, and the aiming time decrease is desirable. &lt;br /&gt;
&lt;br /&gt;
=== Quick reload ===&lt;br /&gt;
This trait reduces ranged cooldown by 20%, resulting in an increase in the weapon's DPS. It is most impactful on weapons with long ranged cooldowns, such as the [[beam repeater]] or [[charge lance]]. &lt;br /&gt;
&lt;br /&gt;
=== Rapid fire ===&lt;br /&gt;
This trait significantly increases a weapon's rate of fire. Note that this does not affect either the ranged cooldown or the aiming time stats of the weapon; this trait shortens the delay between each bullet within the same burst being fired. This trait is most useful for weapons such as the [[LMG]] or [[minigun]], which fire a large amount of shots per burst. This trait is also valuable on weapons which have the extended magazine modifier, which adds more rounds to each burst. &lt;br /&gt;
&lt;br /&gt;
=== Extended magazine ===&lt;br /&gt;
This trait increases the amount of rounds per burst by 50%. This trait is highly desirable for any weapon. For weapons which fire a 3 round burst, such as the assault rifle, charge rifle, heavy SMG, or chain shotgun, this trait increases the burst to 5 rounds, a 60% increase in the amount of shots fired. This is a significant increase in DPS, especially if the weapon also has an ammo trait. Weapons which fire large bursts with a long firing delay, such as miniguns or LMGs, also benefit enormously from this trait. &lt;br /&gt;
&lt;br /&gt;
If combined with the rapid fire trait, weapons with an extended magazine can fire more rounds at roughly the same rate as a normal weapon.&lt;br /&gt;
&lt;br /&gt;
=== Lightweight ===&lt;br /&gt;
Lightweight weapons have 20% less aiming time and weigh only 75% as much as an ordinary weapon. This moderately increases DPS, especially for weapons with a long aiming time. &lt;br /&gt;
&lt;br /&gt;
=== Cumbersome ===&lt;br /&gt;
This trait is purely negative. Cumbersome weapons weigh more and take longer to aim. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Ornamental ===&lt;br /&gt;
this trait causes a weapon to have a -15% damage multiplier and a +5 beauty stat, as beauty has no effect if on a shelf, in an inventory or being held this does not all that influential. The market value of the weapon is also slightly increased. Due to the combination of a lower damage and higher wealth this can be considered a negative trait.  This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Ugly ===&lt;br /&gt;
This trait reduces the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. The reduction in market value can be slightly beneficial if you are trying to min-max wealth. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Gold inlay ===&lt;br /&gt;
This trait increases the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. Gold-inlaid weapons often feature gold panels or parts on the weapon in game. Gold-inlaid weapons are worth twice as much as an ordinary weapon; however, they are still subject to the 80% value reduction from selling weapons. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Jade inlay ===&lt;br /&gt;
This trait increases the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. Jade-inlaid weapons often feature jade panels or parts on the weapon in game. Jade-inlaid weapons are worth one and a half times as much as an ordinary weapon; however, they are still subject to the 80% value reduction from selling weapons. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== EMP pulser ===&lt;br /&gt;
This weapon ability is an attachment that is only found on charge weapons. When triggered, it produces an EMP similar in size to an EMP grenade, centered on the user. The pulse takes several hours to recharge, and can only be activated once before recharging. The EMP burst will stun mechanoids, humanlikes with certain implants (including friendly pawns), drones, and turrets, as well as breaking the shield of any shield belts caught in the blast.&lt;br /&gt;
&lt;br /&gt;
Oddly, [[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== Grenade launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a grenade launcher with one charge, capable of firing a grenade with a range of 12.9 tiles. The grenade launched is identical to a single [[frag grenade]]. The launcher must be reloaded with 25 steel after each use. A single frag grenade is often of limited utility, but can be useful against bunched-up enemies or against hostile structures such as turrets. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
Despite ordinary [[frag grenade]]s not triggering this effect, [[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== EMP cannon ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds an EMP launcher with two charges, capable of firing an EMP shell with a range of 23.9 tiles. The shell launched is identical to that of a normal quality [[EMP launcher]]. Note that the shells launched by this ability (and by the EMP launcher) have a significantly smaller blast radius than [[EMP grenades]]. The launcher must be reloaded with 15 steel after a shell is fired. This attachment is primarily useful against mechanoids. Mechanoids will adapt to the EMP blast, but an EMP stun can give enough time to move fighters out of danger or destroy the target entirely. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
Despite ordinary [[EMP grenade]]s and [[EMP launcher]]s not triggering this effect, [[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== Smoke launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a smoke launcher with two charges, capable of firing a smoke shell with a range of 23.9 tiles. The shell launched is identical to that of a [[smoke launcher]]. The launcher must be reloaded with 15 steel after a shell is fired. The blind smoke created on impact obscures targets; this makes it harder to hit enemies in the smoke, but it also significantly reduces the accuracy of targets in the smoke. Turrets with a smoke field intersecting their line of sight to potential targets cannot fire. This attachment is mostly useful against turrets, particularly those found in [[mech cluster]]s, which can be dangerous if not smoked out. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
Despite ordinary [[smoke launchers]]s not triggering this effect, [[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== Incendiary launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds an incendiary launcher with one charge, capable of firing an incendiary shell with a range of 23.9 tiles. The shell launched is identical to that of an [[incendiary launcher]]. The launcher must be reloaded with 15 chemfuel after a shell is fired. The small blast radius of the incendiary launcher limits its utility. Still, it can be useful as a way to temporarily disable a small group of enemies or to light flammable structures on fire. This ability also serves as a convenient (and relatively cheap) way to start a small fire without having to re-equip pawns with a flame-based weapon (such as a [[molotov cocktail]] or [[incinerator]]). Note that some enemies, namely mechanoids, are immune to flame damage; additionally, starting fires in confined spaces can be dangerous as the air will quickly superheat. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
=== Bioferrite burner ===&lt;br /&gt;
{{ Anomaly | section=1 }}&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a short-ranged flamethrower with one charge and a range of 9 tiles. This attachment functions identically to the ability on the [[hellcat rifle]], generating a cone of flame 9 tiles long. This cone expands to 3 tiles wide at the far end of the cone. It must be reloaded with 10 bioferrite after use. This attachment can stun and ignite a small group of enemies in close range; since burning enemies will stop fighting while they try to extinguish themselves, this is effectively a short stun with some damage inflicted. Note that some enemies, namely mechanoids, are immune to flame damage; additionally, starting fires in confined spaces can be dangerous as the air will quickly superheat. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]] pawns receive a {{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}} buff while equipped with a weapon with this trait. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: White fringing on unique weapons.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Paralytic arrows weapon trait not working if Anomaly is not active.&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxbomb_launcher&amp;diff=174134</id>
		<title>Toxbomb launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxbomb_launcher&amp;diff=174134"/>
		<updated>2026-01-14T16:52:09Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Not incendiary in 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Details on toxic creation. Analysis for general use and usage notes, outside of comparisons to grenades}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Toxbomb launcher&lt;br /&gt;
| image = ToxbombLauncher.png&lt;br /&gt;
| description = A self-loading low-pressure canister launcher loaded with tox bombs. Upon impact, the tox bombs will stick to the ground and release tox gas for several seconds Tox gas burns the lungs and eyes, causing a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup which can be lethal.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = &lt;br /&gt;
| marketvalue = &lt;br /&gt;
| class = &lt;br /&gt;
| damage = 0&lt;br /&gt;
| damage type = Tox gas&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| range = 23.9&lt;br /&gt;
| accuracyTouch = &lt;br /&gt;
| accuracyShort = &lt;br /&gt;
| accuracyMedium = &lt;br /&gt;
| accuracyLong = &lt;br /&gt;
| accuracyAvg = &lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 210&lt;br /&gt;
| cooldown = 270&lt;br /&gt;
| burst = &lt;br /&gt;
| burstTicks = &lt;br /&gt;
| velocity = 40&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 1.9&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Component &lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| research = Tox gas&lt;br /&gt;
| work to make = 30000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| stoppingPower = &lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1ap = 13.5&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2ap = 13.5&lt;br /&gt;
| meleeattack2type = Blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3ap = 13.5&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = HeavyTox&lt;br /&gt;
}}&lt;br /&gt;
The '''toxbomb launcher''' is a ranged [[weapon]] 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;
[[File:Tox launcher blast.png|thumb|left|325px|AOE of a single toxbomb shot. Shots land within the yellow area. Blue area is the expected gas explosion outside. Actual gas distribution can vary, especially in cramped areas.]]&lt;br /&gt;
Creates [[tox gas]]. [[Quality]] seems to have little or no impact to the amount gas created.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Tox grenade launcher comparison.png|thumb|left|300px|Gas created when tox weapons are fired constantly outside. &amp;lt;br&amp;gt;Left: [[Tox grenades]]. Right: Toxbomb launcher (normal)]]&lt;br /&gt;
Compared to [[tox grenades]], toxbomb launchers deploy tox gas faster, as the launcher has higher shot velocity and detonates instantly on impact. They also have greater range. However, tox grenades create more gas over time, due to its faster overall firerate. This makes the launcher relatively better as a in-field support weapon, and grenades for your gas-related kill tunnels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smoke_launcher&amp;diff=174133</id>
		<title>Smoke launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smoke_launcher&amp;diff=174133"/>
		<updated>2026-01-14T16:51:24Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Not incendiary in 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Smoke launcher&lt;br /&gt;
| image = SmokeLauncher.png&lt;br /&gt;
| description = A wide-barreled smoke shell launcher. The shell will upon impact release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 0&lt;br /&gt;
| damage type = Smoke&lt;br /&gt;
| range = 23.9&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 210&lt;br /&gt;
| cooldown = 210&lt;br /&gt;
| velocity = 40	&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 2.4&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Gunsmithing&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| marketvalue = 380&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| work to make = 30000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| has quality = false&lt;br /&gt;
| weaponTags = GrenadeSmoke&lt;br /&gt;
| thingSetMakerTags = &lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''smoke launcher''' fires smoke bombs that explode on impact, covering a small area with [[smoke]] equal to a 5x5 square without corners, regardless of item quality.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Smoke launchers can also be [[trade|purchased]] from [[outlander]] and orbital combat suppliers or outlander [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=AoE of one shot in standard style}}&lt;br /&gt;
{{Stub|section=1|reason=new gas mechanics. }}&lt;br /&gt;
Smoke launchers create [[blind smoke]]. &lt;br /&gt;
&lt;br /&gt;
Blind smoke reduces accuracy of any [[ranged weapons|regular projectile]], player or enemy, multiplying ranged accuracy by {{Bad|x70%}}. For more detail on how this penalty is applied relative to other factors, see [[Weapons#Accuracy|Weapons]]. Since most explosives have a [[Forced Miss Radius]], they are mostly unaffected by the gas. The smoke does not have to cover either the shooter or the target; any smoke in the way will cause the accuracy reduction. In addition, [[turrets]], player and enemy alike, cannot target through pawns that have one or more tiles of smoke between them and the turret.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Smoke launchers are useful when fighting turrets, since the smoke can totally prevent them from locking on. (Note: turrets already locked on before smoke is deployed may still fire) Since the smoke blocks line-of-sight, you don't need to directly blanket the turret with smoke - as long as there is smoke between you and the turret, the turret will not lock on. By inching closer with a smoke launcher, you can approach safely. Continuously firing smoke at a turret can keep it blinded indefinitely - allowing others to safely destroy it or handle other threats. This is far easier to do with a smoke launcher than a [[smokepop pack]] due to the latters limited number of charges. &lt;br /&gt;
&lt;br /&gt;
Smoke is also useful in preparing for a melee rush. By reducing the accuracy of ranged weapons, your melee fighters will find it safer to charge in, without making your melee pawns give up a [[shield belt]] or better armor as with the [[jump pack]]{{RoyaltyIcon}} or [[locust armor]].{{RoyaltyIcon}} Once you've closed with an enemy, the smoke grenadier can either continue to put down smoke, retreat, or engage using the weapon and any [[body part weapons]] in melee. For ranged combat, smoke launchers can be used to reduce accuracy of High DPH pawns such as [[Charge lance]]s &amp;amp; [[Sniper rifle]]s or to lessen the pressure when being assaulted by projectiles from multiple ranged units like [[Gorehulk]]s.{{AnomalyIcon}} Blind Smoke can also be combined with [[Tox gas]]{{BiotechIcon}} to reduce accuracy further on certain pawns.&lt;br /&gt;
&lt;br /&gt;
Smoke launchers deal no damage to pawns or structures, even on direct hits. Therefore, they are a purely support weapon. As accuracy is not important for smoke to function, smoke launchers are useful for pawns with a low shooting skill. This is especially true of pawns with no other relevant combat ability who would otherwise contribute little to combat. Like with other launchers, pawns with the [[trigger-happy]] trait can fire it much faster with essentially no downsides due to the forced miss radius in general. smoke launchers will synergize well with any weapon that has a forced miss radius as hits can be dealt without accuracy reducing it.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Because it does no damage but trains shooting skill, you can use this to train low shooting skills by shooting colonists, animals, prisoners, etc.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Some enemies{{Check Tag|Who?|If found out, add to relevantfaction pages too}} spawn with smoke launchers who shouldn't.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Smoke launchers no longer have qualities.&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=EMP_launcher&amp;diff=174132</id>
		<title>EMP launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=EMP_launcher&amp;diff=174132"/>
		<updated>2026-01-14T16:50:53Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Not incendiary in 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = EMP launcher&lt;br /&gt;
| image = EMPLauncher.png&lt;br /&gt;
| description = A wide-barreled EMP shell launcher. The shell will upon impact release a burst of electromagnetic energy, stunning mechanical targets (mechanoids, turrets, mortars) and depleting shields in the area of effect.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 50&lt;br /&gt;
| damage type = EMP&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| range = 23.9&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 210&lt;br /&gt;
| cooldown = 210&lt;br /&gt;
| velocity = 40	&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 1.1&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Microelectronics&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 8&lt;br /&gt;
| marketvalue = 505&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| work to make = 30000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, GrenadeEMP&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''EMP launcher''' is a ranged [[weapon]] that fires EMP bolts that explode on impact, creating a small [[EMP]] pulse that downs shields, and stuns [[mechanoid]]s, [[mortar]]s and [[turret]]s.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
EMP launchers can also be [[trade|purchased]] from orbital pirate merchants and orbital combat suppliers or [[outlander]] [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{For|a full exploration of the effects of EMP damage|EMP}}&lt;br /&gt;
&lt;br /&gt;
EMP launchers have a decent range of 23.9, but a very long warmup/coolown cycle. For players, it is the 2nd slowest non-consumable weapon, tied with the [[smoke launcher|other]] [[incendiary launcher|launchers]] and only faster than the [[pila]]. It also has a forced miss radius, meaning colonist health or shooting skill doesn't matter, and [[careful shooter]] is purely a detriment.&lt;br /&gt;
&lt;br /&gt;
EMP damage does not deal physical damage. Instead, it stuns [[turret]]s, [[mechanoid]]s, and [[mortar]]s; more damage means a longer stun time. A normal [[quality]] EMP launcher deals 50 EMP damage, for a stun of 25 seconds. After being stunned, mechanoids become &amp;quot;Adapted&amp;quot; and gain immunity against further stuns for {{Ticks|2200}}. Immunity is applied on stun, and the duration is not extended by stunning an already adapted mechanoid. EMP also disables [[shield belt]]s, causes [[brain shock]] on humanoids with brain implants, and vomiting on those with certain stomach implants.&lt;br /&gt;
&lt;br /&gt;
Launchers are fired like any other ranged weapon, so won't fire over walls. A circular zone will generate to indicate line of fire, then another 3x3 indicator with a circular center will become the aiming spot. Unless a wall is in the way, the blast will be within 1 tile of the intended target.&lt;br /&gt;
&lt;br /&gt;
Unlike [[EMP grenades]], the launcher has [[quality]], which affects stun time.&lt;br /&gt;
&lt;br /&gt;
== Analysis  ==&lt;br /&gt;
EMP weapons in general are always useful for taking out [[mechanoid]]s and other defense structures. The small blast radius is a detriment; because it's smaller than the miss radius, it cannot reliably hit a specific tile or target. The launcher also has a very large warmup/cooldown, making it less useful on mobile targets like [[scyther]]s.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to EMP grenades ===&lt;br /&gt;
{{See also|EMP grenades}}&lt;br /&gt;
The key difference between EMP grenades and launchers is the effect of quality. Unlike grenades, launchers are affected by [[quality]]; Masterwork and Legendary launchers see an increase in damage (i.e. stun duration). Legendary launchers will stun for long enough that EMP adaptation ends before the stun, making it technically possible to 100% stun lock them. In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, unless you have multiple colonists with legendary launchers.&lt;br /&gt;
&lt;br /&gt;
The increased range seems like a major benefit, but is less practical than it seems. Most mechanoids (''all'' mechanoids without the [[Biotech DLC]]{{BiotechIcon}}) will outrange the launcher. Range may be useful depending on the terrain and cover layout, and also helps when shutting down [[low shield pack]]s{{RoyaltyIcon}} or [[mech low-shield|mechanoid shields]]{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, EMP grenades are fired much faster, giving combat flexibility and making it easier to aim at mobile targets. The larger blast radius means that they can hit more targets, and are simply more accurate, able to always hit a specific tile.&lt;br /&gt;
&lt;br /&gt;
Overall, excellent or lower EMP launchers see a lot less practical use than EMP grenades, relegated to tasks where range is very helpful (against certain Biotech mechanoids, when there's cover, or fighting against low-shield packs). Even legendary launchers are niche, due to the decreased blast radius.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source !! Damage !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime&lt;br /&gt;
|-&lt;br /&gt;
| Awful EMP launcher                            || 45   || {{Ticks|{{#expr: 30*45 }} }}   || {{Ticks|{{#expr: 2200-(30*45)}} }}   || {{%| (30*45) / ((30*45)+(2200-(30*45))) round 4}}&lt;br /&gt;
|-&lt;br /&gt;
| EMP Grenades, Poor/Norm/Good/Exc EMP launcher || 50   || {{Ticks|{{#expr: 30*50 }} }}   || {{Ticks|{{#expr: 2200-(30*50)}} }}   || {{%| (30*50) / ((30*50)+(2200-(30*50))) round 4}}&lt;br /&gt;
|-&lt;br /&gt;
| Masterwork EMP launcher                       || 62.5 || {{Ticks|{{#expr: 30*62.5 }} }} || {{Ticks|{{#expr: 2200-(30*62.5)}} }} || {{%| (30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 4}}&lt;br /&gt;
|-&lt;br /&gt;
| Legendary EMP launcher                        || 75   || {{Ticks|{{#expr: 30*75 }} }}   || {{Ticks|0}} (''{{Ticks|{{#expr: 2200-(30*75)}} }}'') || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:EMP Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=173530</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=173530"/>
		<updated>2025-12-28T20:36:54Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: Language standardization, fix to table claiming art viewing is possible in bed, tips and tricks for the dangers of Cheering Up Patient&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center | {{Architect Nav}} |}&lt;br /&gt;
----&lt;br /&gt;
{{Rewrite|reason=Need overview/comparative analysis of recreation items and strats}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]], specifically the need to have fun. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in numerous ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]].&lt;br /&gt;
* While in an unmoving caravan.&lt;br /&gt;
* Attending certain gatherings (such as parties, marriage ceremonies, or concerts{{RoyaltyIcon}}).&lt;br /&gt;
* Playing with babies{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.&lt;br /&gt;
&lt;br /&gt;
Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.&lt;br /&gt;
&lt;br /&gt;
== Recreation needs ==&lt;br /&gt;
{{Recode|reason=Time till table - see other pages for examples}}&lt;br /&gt;
=== Recreation thresholds ===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || We need more variation in recreation activities, and I need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation gain rate ===&lt;br /&gt;
&lt;br /&gt;
The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's [[#Activities_table|gain rate multiplier]] and the pawn's [[#Recreation_tolerance|tolerance]] for that recreation type.&lt;br /&gt;
&lt;br /&gt;
=== Recreation tolerance ===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, a colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
==== Boredom ====&lt;br /&gt;
&lt;br /&gt;
Colonists become '''bored''' of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.&lt;br /&gt;
&lt;br /&gt;
Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations            || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations                 || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                      || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations                 || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                     || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations                 || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations {{IdeologyIcon}}   || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations {{IdeologyIcon}} || See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation fall rate ===&lt;br /&gt;
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Recreation&amp;lt;br/&amp;gt;Loss(%)/Hour&lt;br /&gt;
! Threshold&lt;br /&gt;
! Thought active  &lt;br /&gt;
! Effect&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% recreation&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% recreation&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan='3' | '''2.5%''' &lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| Recreation fully satisfied &lt;br /&gt;
| {{+|10}} &lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- &lt;br /&gt;
| 70% - 85%&lt;br /&gt;
| Recreation satisfied&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| 30% - 70%&lt;br /&gt;
| ''None''&lt;br /&gt;
| '''0''' &lt;br /&gt;
| {{ticks|2500 * 40/2.5}}&lt;br /&gt;
| {{#expr: 40/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| '''1.75%''' &lt;br /&gt;
| 15% - 30%&lt;br /&gt;
| Recreation unfulfilled&lt;br /&gt;
| {{--|5}} &lt;br /&gt;
| {{ticks|2500 * 8.57 &amp;lt;!--15/1.75--&amp;gt;}}&lt;br /&gt;
| {{#expr: 15/1.75 round 2}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours&lt;br /&gt;
|-&lt;br /&gt;
| '''1%''' &lt;br /&gt;
| 1% - 15%&lt;br /&gt;
| Recreation deprived&lt;br /&gt;
| {{--|10}}&lt;br /&gt;
| {{ticks|2500 * 15/1}}&lt;br /&gt;
| {{#expr: 15/1}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt;)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours&lt;br /&gt;
|- &lt;br /&gt;
| ''N/A''&lt;br /&gt;
| 0%&lt;br /&gt;
| Recreation starved&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt; + 15/1)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's [[Recreation_Fall_Rate|joy fall rate factor]]. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Activities table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Activity !! Duration&amp;lt;ref name=&amp;quot;DurationExplanation&amp;quot;&amp;gt;Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost if the pawn is interrupted before the maximum duration is reached.&amp;lt;/ref&amp;gt; !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Capable of Construction, Snow || 0.75&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – ||  – || No || Moving, Enjoys Weather || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoys Outdoors || 1 or 8&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going swimming {{OdysseyIcon}} || {{Ticks|4000}} || 1 || Solitary relaxation || Solitary || – || – || No || Moving, Enjoys Weather, Body of Water || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{Ticks|1500}} || 1 || Social interaction  || Social || – || – || Yes || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || No || Sight || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - ||  1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring|Playing hoopstone ring]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoes pin|Playing horseshoes]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chess table|Playing chess]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board|Playing the game of Ur]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table|Playing billiards]] || {{Ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television|Watching flatscreen television]] || {{Ticks|4000}} || 1.4 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television|Watching megascreen television]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Telescope|Using telescope]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating royally at &amp;lt;br/&amp;gt;[[grand meditation throne|grand]] / [[meditation throne]]  {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|-  &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) per Unit !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings table ==&lt;br /&gt;
Recreation buildings that can be constructed can be found in the ''Architect - Recreation'' menu. Those that can be crafted are created at the [[Fueled_smithy|fueled]] or [[electric smithy]]. Any other buildings can only be acquired via trade.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Building !! Recreation Spots (Max Users) !! Recreation Power (%) !! Recreation Type !! Improves !! Produced Via (Skill level) !! Required Research&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoe pin]]  &lt;br /&gt;
| 12 || {{%|{{Q|Horseshoes pin|Recreation Power}} }} || {{Q|Horseshoes pin|Recreation Type}} || [[Shooting]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring]] &lt;br /&gt;
| 12 || {{%|{{Q|Hoopstone ring|Recreation Power}} }} || {{Q|Hoopstone ring|Recreation Type}} || [[Shooting]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Chess table]] &lt;br /&gt;
| 4 (Max 2)  || {{%|{{Q|Chess table|Recreation Power}} }} || {{Q|Chess table|Recreation Type}} || [[Intellectual]] || [[Construction]] || [[Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board]] &lt;br /&gt;
| 2 || {{%|{{Q|Game-of-Ur board|Recreation Power}} }} || {{Q|Game-of-Ur board|Recreation Type}} || [[Intellectual]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table]] &lt;br /&gt;
| 2 || {{%|{{Q|Billiards table|Recreation Power}} }} || {{Q|Billiards table|Recreation Type}} || [[Shooting]] || [[Construction]] (6) || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Poker table]]  &lt;br /&gt;
| 8 (Max 4) || {{%|{{Q|Poker table|Recreation Power}} }} || {{Q|Poker table|Recreation Type}} ||[[Intellectual]] || [[Construction]] (6) || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Telescope]]  &lt;br /&gt;
| 1 || {{%|{{Q|Telescope|Recreation Power}} }} || {{Q|Telescope|Recreation Type}} || - || – || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Tube television]]  &lt;br /&gt;
| 15 || {{%|{{Q|Tube television|Recreation Power}} }} || {{Q|Tube television|Recreation Type}} || – || [[Construction]] (7) || [[Research#Industrial_Research_Projects|Tube television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television]]  &lt;br /&gt;
| 30 || {{%|{{Q|Flatscreen television|Recreation Power}} }} || {{Q|Flatscreen television|Recreation Type}} || – || [[Construction]] (8) || [[Research#Industrial_Research_Projects|Flatscreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television]]  &lt;br /&gt;
| 42 || {{%|{{Q|Megascreen television|Recreation Power}} }} || {{Q|Megascreen television|Recreation Type}} || - || – || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harp]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harp|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (3) || [[Research#Medieval_Research_Projects|Harp]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harpsichord|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (5) || [[Research#Medieval_Research_Projects|Harpsichord]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Piano]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Piano|Recreation Power}} }} || {{Q|Piano|Recreation Type}} || [[Artistic]] || [[Crafting]] (6) || [[Research#Industrial_Research_Projects|Piano]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chess tables and poker tables have more interaction spots than can be used simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
Colonists may build [[Snowman|snowmen]] from snow on the ground. Building a snowman is only possible if the following conditions are true:&lt;br /&gt;
* The total depth of snow on the map is at least 20000%.&lt;br /&gt;
* The weather's rain/snow level is below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[vacuum]], or the pawn has more than 75% [[vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
Snowmen can only be built in a cell that meets the following conditions:&lt;br /&gt;
* [[Snow]] depth is at least 50%.&lt;br /&gt;
* All adjacent cells (diagonals included) can be stood in.&lt;br /&gt;
* There are no other snowmen within 12 cells.&lt;br /&gt;
Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x [[construction speed]] units of work per tick. Building a snowman does not train [[Construction]] skill, but colonists passionate in Construction will still [[Mood#Passion|gain mood]] from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Cheering up a patient ===&lt;br /&gt;
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.&lt;br /&gt;
&lt;br /&gt;
There are three unique properties of this activity:&lt;br /&gt;
* Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.&lt;br /&gt;
* Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Psychopath]]s.&lt;br /&gt;
* Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time, and cause them to quickly become bored of social recreation as well. This can be mitigated by restricting non-patient colonists who do not do medical work to zones that do not include patient beds, or less ideally, by altering their [[Menus#Schedule|schedules]] to not have any Recreation or Anything hours.&lt;br /&gt;
&lt;br /&gt;
Patients must satisfy all following conditions to be eligible for a visit:&lt;br /&gt;
* Not on fire.&lt;br /&gt;
* Capable of social interaction.&lt;br /&gt;
* Rest need is above 33%, food need is above 0%.&lt;br /&gt;
* Recreation is below 30%.&lt;br /&gt;
* Not a [[Slavery|slave]]{{IdeologyIcon}}.&lt;br /&gt;
* Confined to bed for valid medical reasons, namely at least one of the following:&lt;br /&gt;
:* downed&lt;br /&gt;
:* would seek medical rest if removed from bed&lt;br /&gt;
:* has an immunizable illness, but has not yet acquired immunity to it&lt;br /&gt;
:* bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
Going for a walk is only possible if the following conditions are true:&lt;br /&gt;
* Rest need is above 33%, food need is above 29%.&lt;br /&gt;
* The weather's rain/snow level is below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.&lt;br /&gt;
&lt;br /&gt;
=== Going swimming {{OdysseyIcon}} ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to go swimming in a random water cell when seeking to gain recreation. Swimming can always be done in indoors water cells, but cannot be done in outdoors water cells unless the following conditions are true:&lt;br /&gt;
* The outdoors temperature is at least 10 degrees Celsius.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going swimming' move to a water cell, then aimlessly path around the area they started from at half their movement speed, only moving through water cells incapable of inflicting toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Swimming removes heatstroke roughly every 4 seconds, regardless of its severity or the current temperature. It also prevents acquisition of the {{Thought|desc=I'm soaking wet.|label=Soaking wet|value=-3|stack=1}} penalty from exposure to rainy weather or moving in water cells for the next three hours.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.&lt;br /&gt;
* '''Preferred location''': without the [[Royalty DLC]], meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Meditation|meditation focus]] for the colonist would be.&lt;br /&gt;
* '''Activity label''': with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as &amp;quot;praying&amp;quot; when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.&lt;br /&gt;
&lt;br /&gt;
Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).&lt;br /&gt;
&lt;br /&gt;
Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}}Even though prisoners lack a need for recreation, imprisoned [[Psycasts|psycasters]] will still meditate to maintain their [[psyfocus]] whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, each standing in a different spot and throwing stones through the ring. Slowly trains Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.&lt;br /&gt;
&lt;br /&gt;
Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned [[reading policy]]. Moreover, they may disregard books based on criteria tied to their type:&lt;br /&gt;
* A [[Textbook]] if reading it would not grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).&lt;br /&gt;
* A [[Schematic]] if its associated research projects are finished or unavailable.&lt;br /&gt;
* A [[Tome]]{{AnomalyIcon}} if its associated dark research projects are finished or unavailable.&lt;br /&gt;
&lt;br /&gt;
Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.&lt;br /&gt;
* Colonists prefer the closest available chair (e.g. stool, dining chair, armchair) which is not a building interaction spot. If none exist...&lt;br /&gt;
* They will settle for the closest available chair. If none exist...&lt;br /&gt;
* They will settle for a cell they can stand in adjacent to the closest table. If none exist...&lt;br /&gt;
* They will not go anywhere after picking up the book.&lt;br /&gt;
Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's [[Reading Speed]] stat, but if it is done in a room, it is multiplied by the room's [[Reading Bonus]] stat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Novel 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;
! Joy gain&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.25&lt;br /&gt;
| 2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair beside a table. If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s, [[campfire]]s, and {{RoyaltyIcon}}[[harp]]s, [[harpsichord]]s, and [[piano]]s can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise-inconvenient locations.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):&lt;br /&gt;
&lt;br /&gt;
* Watching [[eclipse]]&lt;br /&gt;
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept{{IdeologyIcon}} does not affect this activity in any way, and its mood bonus does not require a pawn to watch the eclipse.&lt;br /&gt;
* Watching [[aurora]]&lt;br /&gt;
:* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).&lt;br /&gt;
* Stargazing (light provided by the sun is less than 10%)&lt;br /&gt;
* Cloudwatching (light provided by the sun is 65% or more)&lt;br /&gt;
* Watching sunrise (between midnight and noon)&lt;br /&gt;
* Watching sunset (between noon and midnight)&lt;br /&gt;
&lt;br /&gt;
Skygazing is only possible if the following conditions are true:&lt;br /&gt;
* The colonist can reach a cell that isn't water, marsh, or mud.&lt;br /&gt;
* The weather's rain/snow level is below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], [[acidic smog]]{{BiotechIcon}}, or [[unnatural darkness]]{{AnomalyIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A telescope can only be used if the following conditions are true:&lt;br /&gt;
* It is in an unroofed cell.&lt;br /&gt;
* Its interaction spot (behind the viewfinder) can be stood in.&lt;br /&gt;
Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Viewing art ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be in the sculpture pages. Additionally, analysis re maximising rec gain is required}}&lt;br /&gt;
The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:&lt;br /&gt;
* It is indoors.&lt;br /&gt;
* It belongs to the colonist's faction, or is not owned by a faction.&lt;br /&gt;
* The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.&lt;br /&gt;
* It is either under a roof, or none of the following are true:&lt;br /&gt;
:* the outdoors temperature is outside the colonist's comfortable temperature range&lt;br /&gt;
:* the current amount of rain/snow is at least 25%&lt;br /&gt;
:* the outdoors climate is hazardous (due to [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}})&lt;br /&gt;
:* the map is exposed to [[Vacuum|vacuum]], and the pawn has less than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.&lt;br /&gt;
&lt;br /&gt;
As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}}&lt;br /&gt;
{{Recode|section=1|reason=Add graph showing relationship of impressiveness to recreation with the room impressiveness labels}}&lt;br /&gt;
Colonists can visit a filled [[grave]] or [[sarcophagus]], standing motionless in an adjacent cell.&lt;br /&gt;
&lt;br /&gt;
Recreation gain can be increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to {{+|0.4x}}, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.&lt;br /&gt;
&lt;br /&gt;
=== Watching television ===&lt;br /&gt;
Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden colonists can instigate on their own.&lt;br /&gt;
&lt;br /&gt;
Televisions can only be used if powered, and only from very specific positions:&lt;br /&gt;
* Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.&lt;br /&gt;
* Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.&lt;br /&gt;
* Megascreen televisions' usability rectangles are 6x7 in size.&lt;br /&gt;
&lt;br /&gt;
Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.&lt;br /&gt;
&lt;br /&gt;
Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.&lt;br /&gt;
&lt;br /&gt;
=== Playing a musical instrument{{RoyaltyIcon}} ===&lt;br /&gt;
Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.&lt;br /&gt;
* {{+|2}} while a [[harp]] within 12 cells is being played&lt;br /&gt;
* {{+|4}} while a [[harpsichord]] within 16 cells is being played&lt;br /&gt;
* {{+|6}} while a [[piano]] within 20 cells is being played&lt;br /&gt;
&lt;br /&gt;
Very slowly trains Artistic skill.&lt;br /&gt;
&lt;br /&gt;
Although the [[Drum]]{{IdeologyIcon}} is a musical instrument, colonists cannot gain recreation from playing it and will not randomly decide to play it for recreational purposes unless the [[Royalty DLC]] is active. Unlike the other musical instruments, it does not grant mood to nearby non-deaf pawns.&lt;br /&gt;
&lt;br /&gt;
== Other recreation sources ==&lt;br /&gt;
=== Gatherings ===&lt;br /&gt;
Parties (including the pre-ceremony festivities of any marriage ceremony) and concerts{{RoyaltyIcon}} grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).&lt;br /&gt;
&lt;br /&gt;
=== Stationary caravans ===&lt;br /&gt;
Colonists in a stationary [[caravan]] gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duels{{IdeologyIcon}} ===&lt;br /&gt;
When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.&lt;br /&gt;
&lt;br /&gt;
=== Playing with a baby{{BiotechIcon}} ===&lt;br /&gt;
Manipulation-capable colonists assigned to Childcare in the [[Work]] tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:&lt;br /&gt;
* Static play: the colonist remains stationary while playing with the baby.&lt;br /&gt;
* Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.&lt;br /&gt;
* Playing with toys: the colonist remains stationary while playing with the baby. There must be a [[toy box]] within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.&lt;br /&gt;
Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=173444</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=173444"/>
		<updated>2025-12-24T07:41:50Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Buildings table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center | {{Architect Nav}} |}&lt;br /&gt;
----&lt;br /&gt;
{{Rewrite|reason=Need overview/comparative analysis of recreation items and strats}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]], specifically the need to have fun. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in numerous ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]].&lt;br /&gt;
* While in an unmoving caravan.&lt;br /&gt;
* Attending certain gatherings (such as parties, marriage ceremonies, or concerts{{RoyaltyIcon}}).&lt;br /&gt;
* Playing with babies{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.&lt;br /&gt;
&lt;br /&gt;
Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.&lt;br /&gt;
&lt;br /&gt;
== Recreation needs ==&lt;br /&gt;
{{Recode|reason=Time till table - see other pages for examples}}&lt;br /&gt;
=== Recreation thresholds ===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || We need more variation in recreation activities, and I need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation gain rate ===&lt;br /&gt;
&lt;br /&gt;
The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's [[#Activities_table|gain rate multiplier]] and the pawn's [[#Recreation_tolerance|tolerance]] for that recreation type.&lt;br /&gt;
&lt;br /&gt;
=== Recreation tolerance ===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, a colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
==== Boredom ====&lt;br /&gt;
&lt;br /&gt;
Colonists become '''bored''' of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.&lt;br /&gt;
&lt;br /&gt;
Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations            || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations                 || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                      || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations                 || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                     || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations                 || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations {{IdeologyIcon}}   || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations {{IdeologyIcon}} || See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation fall rate ===&lt;br /&gt;
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Recreation&amp;lt;br/&amp;gt;Loss(%)/Hour&lt;br /&gt;
! Threshold&lt;br /&gt;
! Thought active  &lt;br /&gt;
! Effect&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% recreation&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% recreation&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan='3' | '''2.5%''' &lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| Recreation fully satisfied &lt;br /&gt;
| {{+|10}} &lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- &lt;br /&gt;
| 70% - 85%&lt;br /&gt;
| Recreation satisfied&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| 30% - 70%&lt;br /&gt;
| ''None''&lt;br /&gt;
| '''0''' &lt;br /&gt;
| {{ticks|2500 * 40/2.5}}&lt;br /&gt;
| {{#expr: 40/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| '''1.75%''' &lt;br /&gt;
| 15% - 30%&lt;br /&gt;
| Recreation unfulfilled&lt;br /&gt;
| {{--|5}} &lt;br /&gt;
| {{ticks|2500 * 8.57 &amp;lt;!--15/1.75--&amp;gt;}}&lt;br /&gt;
| {{#expr: 15/1.75 round 2}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours&lt;br /&gt;
|-&lt;br /&gt;
| '''1%''' &lt;br /&gt;
| 1% - 15%&lt;br /&gt;
| Recreation deprived&lt;br /&gt;
| {{--|10}}&lt;br /&gt;
| {{ticks|2500 * 15/1}}&lt;br /&gt;
| {{#expr: 15/1}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt;)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours&lt;br /&gt;
|- &lt;br /&gt;
| ''N/A''&lt;br /&gt;
| 0%&lt;br /&gt;
| Recreation starved&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt; + 15/1)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's [[Recreation_Fall_Rate|joy fall rate factor]]. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Activities table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Activity !! Duration&amp;lt;ref name=&amp;quot;DurationExplanation&amp;quot;&amp;gt;Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost if the pawn is interrupted before the maximum duration is reached.&amp;lt;/ref&amp;gt; !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Capable of Construction, Snow || 0.75&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – ||  – || No || Moving, Enjoys Weather || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoys Outdoors || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going swimming {{OdysseyIcon}} || {{Ticks|4000}} || 1 || Solitary relaxation || Solitary || – || – || No || Moving, Enjoys Weather, Body of Water || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{Ticks|1500}} || 1 || Social interaction  || Social || – || – || Yes || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || Yes || Sight || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - ||  1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring|Playing hoopstone ring]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoes pin|Playing horseshoes]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chess table|Playing chess]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board|Playing the game of Ur]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table|Playing billiards]] || {{Ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television|Watching flatscreen television]] || {{Ticks|4000}} || 1.4 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television|Watching megascreen television]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Telescope|Using telescope]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating royally at &amp;lt;br/&amp;gt;[[grand meditation throne|grand]] / [[meditation throne]]  {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|-  &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) per Unit !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings table ==&lt;br /&gt;
Recreation buildings that can be constructed can be found in the ''Architect - Recreation'' menu. Those that can be crafted are created at the [[Fueled_smithy|fueled]] or [[electric smithy]]. Any other buildings can only be acquired via trade.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Building !! Recreation Spots (Max Users) !! Recreation Power (%) !! Recreation Type !! Improves !! Produced Via (Skill level) !! Required Research&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoe pin]]  &lt;br /&gt;
| 12 || {{%|{{Q|Horseshoes pin|Recreation Power}} }} || {{Q|Horseshoes pin|Recreation Type}} || [[Shooting]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring]] &lt;br /&gt;
| 12 || {{%|{{Q|Hoopstone ring|Recreation Power}} }} || {{Q|Hoopstone ring|Recreation Type}} || [[Shooting]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Chess table]] &lt;br /&gt;
| 4 (Max 2)  || {{%|{{Q|Chess table|Recreation Power}} }} || {{Q|Chess table|Recreation Type}} || [[Intellectual]] || [[Construction]] || [[Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board]] &lt;br /&gt;
| 2 || {{%|{{Q|Game-of-Ur board|Recreation Power}} }} || {{Q|Game-of-Ur board|Recreation Type}} || [[Intellectual]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table]] &lt;br /&gt;
| 2 || {{%|{{Q|Billiards table|Recreation Power}} }} || {{Q|Billiards table|Recreation Type}} || [[Shooting]] || [[Construction]] (6) || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Poker table]]  &lt;br /&gt;
| 8 (Max 4) || {{%|{{Q|Poker table|Recreation Power}} }} || {{Q|Poker table|Recreation Type}} ||[[Intellectual]] || [[Construction]] (6) || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Telescope]]  &lt;br /&gt;
| 1 || {{%|{{Q|Telescope|Recreation Power}} }} || {{Q|Telescope|Recreation Type}} || - || – || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Tube television]]  &lt;br /&gt;
| 15 || {{%|{{Q|Tube television|Recreation Power}} }} || {{Q|Tube television|Recreation Type}} || – || [[Construction]] (7) || [[Research#Industrial_Research_Projects|Tube television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television]]  &lt;br /&gt;
| 30 || {{%|{{Q|Flatscreen television|Recreation Power}} }} || {{Q|Flatscreen television|Recreation Type}} || – || [[Construction]] (8) || [[Research#Industrial_Research_Projects|Flatscreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television]]  &lt;br /&gt;
| 42 || {{%|{{Q|Megascreen television|Recreation Power}} }} || {{Q|Megascreen television|Recreation Type}} || - || – || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harp]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harp|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (3) || [[Research#Medieval_Research_Projects|Harp]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harpsichord|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (5) || [[Research#Medieval_Research_Projects|Harpsichord]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Piano]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Piano|Recreation Power}} }} || {{Q|Piano|Recreation Type}} || [[Artistic]] || [[Crafting]] (6) || [[Research#Industrial_Research_Projects|Piano]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chess tables and poker tables have more interaction spots than can be used simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
Colonists may build [[Snowman|snowmen]] from snow on the ground. Building a snowman is only possible if the following conditions are true:&lt;br /&gt;
* The total depth of snow on the map must be at least 20000%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[vacuum]], or the pawn has more than 75% [[vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
Snowmen can only be built in a cell that meets the following conditions:&lt;br /&gt;
* [[Snow]] depth is at least 50%.&lt;br /&gt;
* All adjacent cells (diagonals included) can be stood in.&lt;br /&gt;
* There are no other snowmen within 12 cells.&lt;br /&gt;
Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x [[construction speed]] units of work per tick. Building a snowman does not train [[Construction]] skill, but colonists passionate in Construction will still [[Mood#Passion|gain mood]] from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Cheering up a patient ===&lt;br /&gt;
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.&lt;br /&gt;
&lt;br /&gt;
There are three unique properties of this activity:&lt;br /&gt;
* Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.&lt;br /&gt;
* Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Psychopath]]s.&lt;br /&gt;
* Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time.&lt;br /&gt;
&lt;br /&gt;
Patients must satisfy all following conditions to be eligible for a visit:&lt;br /&gt;
* Not on fire.&lt;br /&gt;
* Capable of social interaction.&lt;br /&gt;
* Food need is above 0%, rest need is above 33%.&lt;br /&gt;
* Recreation is below 30%.&lt;br /&gt;
* Not a [[Slavery|slave]]{{IdeologyIcon}}.&lt;br /&gt;
* Should be confined to bed for valid medical reasons, namely at least one of the following:&lt;br /&gt;
:* is downed&lt;br /&gt;
:* would seek medical rest if removed from bed&lt;br /&gt;
:* has an immunizable illness, but has not yet acquired immunity to it&lt;br /&gt;
:* is bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
Going for a walk is only possible if the following conditions are true:&lt;br /&gt;
* Food need is above 29%, rest need is above 33%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.&lt;br /&gt;
&lt;br /&gt;
=== Going swimming {{OdysseyIcon}} ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to go swimming in a random water cell when seeking to gain recreation. Swimming can always be done in indoors water cells, but cannot be done in outdoors water cells unless the following conditions are true:&lt;br /&gt;
* The outdoors temperature is at least 10 degrees Celsius.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going swimming' move to a water cell, then aimlessly path around the area they started from at half their movement speed, only moving through water cells incapable of inflicting toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Swimming removes heatstroke roughly every 4 seconds, regardless of its severity or the current temperature. It also prevents acquisition of the {{Thought|desc=I'm soaking wet.|label=Soaking wet|value=-3|stack=1}} penalty from exposure to rainy weather or moving in water cells for the next three hours.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.&lt;br /&gt;
* '''Preferred location''': without the [[Royalty DLC]], meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Meditation|meditation focus]] for the colonist would be.&lt;br /&gt;
* '''Activity label''': with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as &amp;quot;praying&amp;quot; when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.&lt;br /&gt;
&lt;br /&gt;
Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).&lt;br /&gt;
&lt;br /&gt;
Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}}Even though prisoners lack a need for recreation, imprisoned [[Psycasts|psycasters]] will still meditate to maintain their [[psyfocus]] whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, standing in one spot and throwing stones through the ring. Slowly trains Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.&lt;br /&gt;
&lt;br /&gt;
Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned [[reading policy]]. Moreover, they may disregard books based on criteria tied to their type:&lt;br /&gt;
* A [[Textbook]] is only up for consideration if reading it would grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).&lt;br /&gt;
* A [[Schematic]], if any of its associated research projects have not been finished.&lt;br /&gt;
* A [[Tome]]{{AnomalyIcon}}, if any of its associated dark research projects are available to study.&lt;br /&gt;
&lt;br /&gt;
Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.&lt;br /&gt;
* Colonists prefer the closest available chair which is not a building interaction spot. If none exist...&lt;br /&gt;
* They will settle for the closest available chair. If none exist...&lt;br /&gt;
* They will settle for a cell they can stand in adjacent to the closest table. If none exist...&lt;br /&gt;
* They will not go anywhere after picking up the book.&lt;br /&gt;
Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's [[Reading Speed]] stat, but if it is done in a room, it is multiplied by the room's [[Reading Bonus]] stat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Novel 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;
! Joy gain&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.25&lt;br /&gt;
| 2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table.  If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s, [[campfire]]s, and {{RoyaltyIcon}}[[harp]]s, [[harpsichord]]s, and [[piano]]s can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise inconvenient locations.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):&lt;br /&gt;
&lt;br /&gt;
* Watching [[eclipse]]&lt;br /&gt;
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse.&lt;br /&gt;
* Watching [[aurora]]&lt;br /&gt;
:* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).&lt;br /&gt;
* Stargazing (light provided by the sun is less than 10%)&lt;br /&gt;
* Cloudwatching (light provided by the sun is 65% or more)&lt;br /&gt;
* Watching sunrise (between midnight and noon)&lt;br /&gt;
* Watching sunset (between noon and midnight)&lt;br /&gt;
&lt;br /&gt;
Skygazing is only possible if the following conditions are true:&lt;br /&gt;
* The colonist can reach a cell that isn't water, marsh, or mud.&lt;br /&gt;
* The weather's rain/snow level should be below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], [[acidic smog]]{{BiotechIcon}}, or [[unnatural darkness]]{{AnomalyIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A telescope can only be used if the following conditions are true:&lt;br /&gt;
* It is in an unroofed cell.&lt;br /&gt;
* Its interaction spot (behind the viewfinder) can be stood in.&lt;br /&gt;
Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Viewing art ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required}}&lt;br /&gt;
The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:&lt;br /&gt;
* It is indoors.&lt;br /&gt;
* It belongs to the colonist's faction, or is not owned by a faction.&lt;br /&gt;
* The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.&lt;br /&gt;
* It is either under a roof, or none of the following are true:&lt;br /&gt;
:* the outdoors temperature is outside the colonist's comfortable temperature range&lt;br /&gt;
:* the current amount of rain/snow is at least 25%&lt;br /&gt;
:* the outdoors climate is hazardous (due to [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}})&lt;br /&gt;
:* the map is exposed to [[Vacuum|vacuum]], and the pawn has less than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.&lt;br /&gt;
&lt;br /&gt;
As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}}&lt;br /&gt;
{{Recode|section=1|reason=Add graph showing relationship of impressiveness to recreation with the room impressiveness labels}}&lt;br /&gt;
Colonists can visit a filled [[grave]] or [[sarcophagus]], standing motionless in an adjacent cell.&lt;br /&gt;
&lt;br /&gt;
Recreation gain can be increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to {{+|0.4x}}, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.&lt;br /&gt;
&lt;br /&gt;
=== Watching television ===&lt;br /&gt;
Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden    colonists can instigate on their own.&lt;br /&gt;
&lt;br /&gt;
Televisions can only be used if powered, and only from very specific positions:&lt;br /&gt;
* Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.&lt;br /&gt;
* Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.&lt;br /&gt;
* Megascreen televisions' usability rectangles are 6x7 in size.&lt;br /&gt;
&lt;br /&gt;
Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.&lt;br /&gt;
&lt;br /&gt;
Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.&lt;br /&gt;
&lt;br /&gt;
=== Playing a musical instrument{{RoyaltyIcon}} ===&lt;br /&gt;
Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.&lt;br /&gt;
* {{+|2}} while a [[harp]] within 12 cells is being played&lt;br /&gt;
* {{+|4}} while a [[harpsichord]] within 16 cells is being played&lt;br /&gt;
* {{+|6}} while a [[piano]] within 20 cells is being played&lt;br /&gt;
&lt;br /&gt;
Very slowly trains Artistic skill.&lt;br /&gt;
&lt;br /&gt;
Although the [[Drum]]{{IdeologyIcon}} is a musical instrument, colonists cannot gain recreation from playing it and will not randomly decide to play it for recreational purposes unless the [[Royalty DLC]] is active. Unlike the other musical instruments, it does not grant mood to nearby non-deaf pawns.&lt;br /&gt;
&lt;br /&gt;
== Other recreation sources ==&lt;br /&gt;
=== Gatherings ===&lt;br /&gt;
Parties (including the pre-ceremony festivities of any marriage ceremony) and concerts{{RoyaltyIcon}} grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).&lt;br /&gt;
&lt;br /&gt;
=== Stationary caravans ===&lt;br /&gt;
Colonists in a stationary [[caravan]] gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duels{{IdeologyIcon}} ===&lt;br /&gt;
When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.&lt;br /&gt;
&lt;br /&gt;
=== Playing with a baby{{BiotechIcon}} ===&lt;br /&gt;
Manipulation-capable colonists assigned to Childcare in the [[Work]] tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:&lt;br /&gt;
* Static play: the colonist remains stationary while playing with the baby.&lt;br /&gt;
* Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.&lt;br /&gt;
* Playing with toys: the colonist remains stationary while playing with the baby. There must be a [[toy box]] within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.&lt;br /&gt;
Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=173443</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=173443"/>
		<updated>2025-12-24T07:39:11Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Recreation fall rate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center | {{Architect Nav}} |}&lt;br /&gt;
----&lt;br /&gt;
{{Rewrite|reason=Need overview/comparative analysis of recreation items and strats}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]], specifically the need to have fun. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in numerous ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]].&lt;br /&gt;
* While in an unmoving caravan.&lt;br /&gt;
* Attending certain gatherings (such as parties, marriage ceremonies, or concerts{{RoyaltyIcon}}).&lt;br /&gt;
* Playing with babies{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.&lt;br /&gt;
&lt;br /&gt;
Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.&lt;br /&gt;
&lt;br /&gt;
== Recreation needs ==&lt;br /&gt;
{{Recode|reason=Time till table - see other pages for examples}}&lt;br /&gt;
=== Recreation thresholds ===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || We need more variation in recreation activities, and I need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation gain rate ===&lt;br /&gt;
&lt;br /&gt;
The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's [[#Activities_table|gain rate multiplier]] and the pawn's [[#Recreation_tolerance|tolerance]] for that recreation type.&lt;br /&gt;
&lt;br /&gt;
=== Recreation tolerance ===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, a colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
==== Boredom ====&lt;br /&gt;
&lt;br /&gt;
Colonists become '''bored''' of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.&lt;br /&gt;
&lt;br /&gt;
Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations            || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations                 || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                      || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations                 || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                     || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations                 || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations {{IdeologyIcon}}   || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations {{IdeologyIcon}} || See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation fall rate ===&lt;br /&gt;
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Recreation&amp;lt;br/&amp;gt;Loss(%)/Hour&lt;br /&gt;
! Threshold&lt;br /&gt;
! Thought active  &lt;br /&gt;
! Effect&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% recreation&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% recreation&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan='3' | '''2.5%''' &lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| Recreation fully satisfied &lt;br /&gt;
| {{+|10}} &lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- &lt;br /&gt;
| 70% - 85%&lt;br /&gt;
| Recreation satisfied&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| 30% - 70%&lt;br /&gt;
| ''None''&lt;br /&gt;
| '''0''' &lt;br /&gt;
| {{ticks|2500 * 40/2.5}}&lt;br /&gt;
| {{#expr: 40/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| '''1.75%''' &lt;br /&gt;
| 15% - 30%&lt;br /&gt;
| Recreation unfulfilled&lt;br /&gt;
| {{--|5}} &lt;br /&gt;
| {{ticks|2500 * 8.57 &amp;lt;!--15/1.75--&amp;gt;}}&lt;br /&gt;
| {{#expr: 15/1.75 round 2}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours&lt;br /&gt;
|-&lt;br /&gt;
| '''1%''' &lt;br /&gt;
| 1% - 15%&lt;br /&gt;
| Recreation deprived&lt;br /&gt;
| {{--|10}}&lt;br /&gt;
| {{ticks|2500 * 15/1}}&lt;br /&gt;
| {{#expr: 15/1}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt;)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours&lt;br /&gt;
|- &lt;br /&gt;
| ''N/A''&lt;br /&gt;
| 0%&lt;br /&gt;
| Recreation starved&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt; + 15/1)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's [[Recreation_Fall_Rate|joy fall rate factor]]. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Activities table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Activity !! Duration&amp;lt;ref name=&amp;quot;DurationExplanation&amp;quot;&amp;gt;Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost if the pawn is interrupted before the maximum duration is reached.&amp;lt;/ref&amp;gt; !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Capable of Construction, Snow || 0.75&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – ||  – || No || Moving, Enjoys Weather || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoys Outdoors || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going swimming {{OdysseyIcon}} || {{Ticks|4000}} || 1 || Solitary relaxation || Solitary || – || – || No || Moving, Enjoys Weather, Body of Water || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{Ticks|1500}} || 1 || Social interaction  || Social || – || – || Yes || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || Yes || Sight || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - ||  1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring|Playing hoopstone ring]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoes pin|Playing horseshoes]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chess table|Playing chess]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board|Playing the game of Ur]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table|Playing billiards]] || {{Ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television|Watching flatscreen television]] || {{Ticks|4000}} || 1.4 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television|Watching megascreen television]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Telescope|Using telescope]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating royally at &amp;lt;br/&amp;gt;[[grand meditation throne|grand]] / [[meditation throne]]  {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|-  &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) per Unit !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings table ==&lt;br /&gt;
Recreation buildings that can be constructed can be found in the ''Architect - Recreation'' menu. Those that can be crafted are created at the [[Fueled_smithy|fueled]] or [[electric smithy]]. Any other buildings can only be acquired via trade.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Building !! Recreation Spots (Max Users) !! Recreation Power (%) !! Recreation Type !! Improves !! Produced Via (Skill level) !! Required Research&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoe pin]]  &lt;br /&gt;
| 12 || {{%|{{Q|Horseshoes pin|Recreation Power}} }} || {{Q|Horseshoes pin|Recreation Type}} || [[Shooting]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring]] &lt;br /&gt;
| 12 || {{%|{{Q|Hoopstone ring|Recreation Power}} }} || {{Q|Hoopstone ring|Recreation Type}} || [[Shooting]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Chess table]] &lt;br /&gt;
| 4 (Max 2)  || {{%|{{Q|Chess table|Recreation Power}} }} || {{Q|Chess table|Recreation Type}} || [[Intellectual]] || [[Construction]] || - || [[Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board]] &lt;br /&gt;
| 2 || {{%|{{Q|Game-of-Ur board|Recreation Power}} }} || {{Q|Game-of-Ur board|Recreation Type}} || [[Intellectual]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table]] &lt;br /&gt;
| 2 || {{%|{{Q|Billiards table|Recreation Power}} }} || {{Q|Billiards table|Recreation Type}} || [[Shooting]] || [[Construction]] (6) || - || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Poker table]]  &lt;br /&gt;
| 8 (Max 4) || {{%|{{Q|Poker table|Recreation Power}} }} || {{Q|Poker table|Recreation Type}} ||[[Intellectual]] || [[Construction]] (6) || - || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Telescope]]  &lt;br /&gt;
| 1 || {{%|{{Q|Telescope|Recreation Power}} }} || {{Q|Telescope|Recreation Type}} || - || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Tube television]]  &lt;br /&gt;
| 15 || {{%|{{Q|Tube television|Recreation Power}} }} || {{Q|Tube television|Recreation Type}} || – || [[Construction]] (7) || - || [[Research#Industrial_Research_Projects|Tube television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television]]  &lt;br /&gt;
| 30 || {{%|{{Q|Flatscreen television|Recreation Power}} }} || {{Q|Flatscreen television|Recreation Type}} || – || [[Construction]] (8) || - || [[Research#Industrial_Research_Projects|Flatscreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television]]  &lt;br /&gt;
| 42 || {{%|{{Q|Megascreen television|Recreation Power}} }} || {{Q|Megascreen television|Recreation Type}} || - || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harp]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harp|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (3) || - || [[Research#Medieval_Research_Projects|Harp]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harpsichord|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (5) || - || [[Research#Medieval_Research_Projects|Harpsichord]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Piano]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Piano|Recreation Power}} }} || {{Q|Piano|Recreation Type}} || [[Artistic]] || [[Crafting]] (6) || - || [[Research#Industrial_Research_Projects|Piano]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chess tables and poker tables have more interaction spots than can be used simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
Colonists may build [[Snowman|snowmen]] from snow on the ground. Building a snowman is only possible if the following conditions are true:&lt;br /&gt;
* The total depth of snow on the map must be at least 20000%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[vacuum]], or the pawn has more than 75% [[vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
Snowmen can only be built in a cell that meets the following conditions:&lt;br /&gt;
* [[Snow]] depth is at least 50%.&lt;br /&gt;
* All adjacent cells (diagonals included) can be stood in.&lt;br /&gt;
* There are no other snowmen within 12 cells.&lt;br /&gt;
Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x [[construction speed]] units of work per tick. Building a snowman does not train [[Construction]] skill, but colonists passionate in Construction will still [[Mood#Passion|gain mood]] from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Cheering up a patient ===&lt;br /&gt;
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.&lt;br /&gt;
&lt;br /&gt;
There are three unique properties of this activity:&lt;br /&gt;
* Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.&lt;br /&gt;
* Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Psychopath]]s.&lt;br /&gt;
* Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time.&lt;br /&gt;
&lt;br /&gt;
Patients must satisfy all following conditions to be eligible for a visit:&lt;br /&gt;
* Not on fire.&lt;br /&gt;
* Capable of social interaction.&lt;br /&gt;
* Food need is above 0%, rest need is above 33%.&lt;br /&gt;
* Recreation is below 30%.&lt;br /&gt;
* Not a [[Slavery|slave]]{{IdeologyIcon}}.&lt;br /&gt;
* Should be confined to bed for valid medical reasons, namely at least one of the following:&lt;br /&gt;
:* is downed&lt;br /&gt;
:* would seek medical rest if removed from bed&lt;br /&gt;
:* has an immunizable illness, but has not yet acquired immunity to it&lt;br /&gt;
:* is bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
Going for a walk is only possible if the following conditions are true:&lt;br /&gt;
* Food need is above 29%, rest need is above 33%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.&lt;br /&gt;
&lt;br /&gt;
=== Going swimming {{OdysseyIcon}} ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to go swimming in a random water cell when seeking to gain recreation. Swimming can always be done in indoors water cells, but cannot be done in outdoors water cells unless the following conditions are true:&lt;br /&gt;
* The outdoors temperature is at least 10 degrees Celsius.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going swimming' move to a water cell, then aimlessly path around the area they started from at half their movement speed, only moving through water cells incapable of inflicting toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Swimming removes heatstroke roughly every 4 seconds, regardless of its severity or the current temperature. It also prevents acquisition of the {{Thought|desc=I'm soaking wet.|label=Soaking wet|value=-3|stack=1}} penalty from exposure to rainy weather or moving in water cells for the next three hours.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.&lt;br /&gt;
* '''Preferred location''': without the [[Royalty DLC]], meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Meditation|meditation focus]] for the colonist would be.&lt;br /&gt;
* '''Activity label''': with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as &amp;quot;praying&amp;quot; when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.&lt;br /&gt;
&lt;br /&gt;
Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).&lt;br /&gt;
&lt;br /&gt;
Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}}Even though prisoners lack a need for recreation, imprisoned [[Psycasts|psycasters]] will still meditate to maintain their [[psyfocus]] whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, standing in one spot and throwing stones through the ring. Slowly trains Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.&lt;br /&gt;
&lt;br /&gt;
Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned [[reading policy]]. Moreover, they may disregard books based on criteria tied to their type:&lt;br /&gt;
* A [[Textbook]] is only up for consideration if reading it would grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).&lt;br /&gt;
* A [[Schematic]], if any of its associated research projects have not been finished.&lt;br /&gt;
* A [[Tome]]{{AnomalyIcon}}, if any of its associated dark research projects are available to study.&lt;br /&gt;
&lt;br /&gt;
Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.&lt;br /&gt;
* Colonists prefer the closest available chair which is not a building interaction spot. If none exist...&lt;br /&gt;
* They will settle for the closest available chair. If none exist...&lt;br /&gt;
* They will settle for a cell they can stand in adjacent to the closest table. If none exist...&lt;br /&gt;
* They will not go anywhere after picking up the book.&lt;br /&gt;
Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's [[Reading Speed]] stat, but if it is done in a room, it is multiplied by the room's [[Reading Bonus]] stat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Novel 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;
! Joy gain&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.25&lt;br /&gt;
| 2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table.  If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s, [[campfire]]s, and {{RoyaltyIcon}}[[harp]]s, [[harpsichord]]s, and [[piano]]s can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise inconvenient locations.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):&lt;br /&gt;
&lt;br /&gt;
* Watching [[eclipse]]&lt;br /&gt;
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse.&lt;br /&gt;
* Watching [[aurora]]&lt;br /&gt;
:* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).&lt;br /&gt;
* Stargazing (light provided by the sun is less than 10%)&lt;br /&gt;
* Cloudwatching (light provided by the sun is 65% or more)&lt;br /&gt;
* Watching sunrise (between midnight and noon)&lt;br /&gt;
* Watching sunset (between noon and midnight)&lt;br /&gt;
&lt;br /&gt;
Skygazing is only possible if the following conditions are true:&lt;br /&gt;
* The colonist can reach a cell that isn't water, marsh, or mud.&lt;br /&gt;
* The weather's rain/snow level should be below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], [[acidic smog]]{{BiotechIcon}}, or [[unnatural darkness]]{{AnomalyIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A telescope can only be used if the following conditions are true:&lt;br /&gt;
* It is in an unroofed cell.&lt;br /&gt;
* Its interaction spot (behind the viewfinder) can be stood in.&lt;br /&gt;
Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Viewing art ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required}}&lt;br /&gt;
The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:&lt;br /&gt;
* It is indoors.&lt;br /&gt;
* It belongs to the colonist's faction, or is not owned by a faction.&lt;br /&gt;
* The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.&lt;br /&gt;
* It is either under a roof, or none of the following are true:&lt;br /&gt;
:* the outdoors temperature is outside the colonist's comfortable temperature range&lt;br /&gt;
:* the current amount of rain/snow is at least 25%&lt;br /&gt;
:* the outdoors climate is hazardous (due to [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}})&lt;br /&gt;
:* the map is exposed to [[Vacuum|vacuum]], and the pawn has less than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.&lt;br /&gt;
&lt;br /&gt;
As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}}&lt;br /&gt;
{{Recode|section=1|reason=Add graph showing relationship of impressiveness to recreation with the room impressiveness labels}}&lt;br /&gt;
Colonists can visit a filled [[grave]] or [[sarcophagus]], standing motionless in an adjacent cell.&lt;br /&gt;
&lt;br /&gt;
Recreation gain can be increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to {{+|0.4x}}, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.&lt;br /&gt;
&lt;br /&gt;
=== Watching television ===&lt;br /&gt;
Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden    colonists can instigate on their own.&lt;br /&gt;
&lt;br /&gt;
Televisions can only be used if powered, and only from very specific positions:&lt;br /&gt;
* Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.&lt;br /&gt;
* Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.&lt;br /&gt;
* Megascreen televisions' usability rectangles are 6x7 in size.&lt;br /&gt;
&lt;br /&gt;
Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.&lt;br /&gt;
&lt;br /&gt;
Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.&lt;br /&gt;
&lt;br /&gt;
=== Playing a musical instrument{{RoyaltyIcon}} ===&lt;br /&gt;
Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.&lt;br /&gt;
* {{+|2}} while a [[harp]] within 12 cells is being played&lt;br /&gt;
* {{+|4}} while a [[harpsichord]] within 16 cells is being played&lt;br /&gt;
* {{+|6}} while a [[piano]] within 20 cells is being played&lt;br /&gt;
&lt;br /&gt;
Very slowly trains Artistic skill.&lt;br /&gt;
&lt;br /&gt;
Although the [[Drum]]{{IdeologyIcon}} is a musical instrument, colonists cannot gain recreation from playing it and will not randomly decide to play it for recreational purposes unless the [[Royalty DLC]] is active. Unlike the other musical instruments, it does not grant mood to nearby non-deaf pawns.&lt;br /&gt;
&lt;br /&gt;
== Other recreation sources ==&lt;br /&gt;
=== Gatherings ===&lt;br /&gt;
Parties (including the pre-ceremony festivities of any marriage ceremony) and concerts{{RoyaltyIcon}} grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).&lt;br /&gt;
&lt;br /&gt;
=== Stationary caravans ===&lt;br /&gt;
Colonists in a stationary [[caravan]] gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duels{{IdeologyIcon}} ===&lt;br /&gt;
When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.&lt;br /&gt;
&lt;br /&gt;
=== Playing with a baby{{BiotechIcon}} ===&lt;br /&gt;
Manipulation-capable colonists assigned to Childcare in the [[Work]] tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:&lt;br /&gt;
* Static play: the colonist remains stationary while playing with the baby.&lt;br /&gt;
* Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.&lt;br /&gt;
* Playing with toys: the colonist remains stationary while playing with the baby. There must be a [[toy box]] within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.&lt;br /&gt;
Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=173442</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=173442"/>
		<updated>2025-12-24T07:38:17Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Recreation tolerance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center | {{Architect Nav}} |}&lt;br /&gt;
----&lt;br /&gt;
{{Rewrite|reason=Need overview/comparative analysis of recreation items and strats}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]], specifically the need to have fun. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in numerous ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]].&lt;br /&gt;
* While in an unmoving caravan.&lt;br /&gt;
* Attending certain gatherings (such as parties, marriage ceremonies, or concerts{{RoyaltyIcon}}).&lt;br /&gt;
* Playing with babies{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.&lt;br /&gt;
&lt;br /&gt;
Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.&lt;br /&gt;
&lt;br /&gt;
== Recreation needs ==&lt;br /&gt;
{{Recode|reason=Time till table - see other pages for examples}}&lt;br /&gt;
=== Recreation thresholds ===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || We need more variation in recreation activities, and I need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation gain rate ===&lt;br /&gt;
&lt;br /&gt;
The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's [[#Activities_table|gain rate multiplier]] and the pawn's [[#Recreation_tolerance|tolerance]] for that recreation type.&lt;br /&gt;
&lt;br /&gt;
=== Recreation tolerance ===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, a colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
==== Boredom ====&lt;br /&gt;
&lt;br /&gt;
Colonists become '''bored''' of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.&lt;br /&gt;
&lt;br /&gt;
Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations            || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations                 || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                      || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations                 || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                     || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations                 || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations {{IdeologyIcon}}   || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations {{IdeologyIcon}} || See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation fall rate ===&lt;br /&gt;
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Recreation&amp;lt;br/&amp;gt;Loss(%)/Hour&lt;br /&gt;
! Threshold&lt;br /&gt;
! Thought active  &lt;br /&gt;
! Effect&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% recreation&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% recreation&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan='3' | '''2.5%''' &lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| Recreation fully satisfied &lt;br /&gt;
| {{+|10}} &lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- &lt;br /&gt;
| 70% - 85%&lt;br /&gt;
| Recreation satisfied&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| 30% - 70%&lt;br /&gt;
| ''None''&lt;br /&gt;
| '''0''' &lt;br /&gt;
| {{ticks|2500 * 40/2.5}}&lt;br /&gt;
| {{#expr: 40/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| '''1.75%''' &lt;br /&gt;
| 15% - 30%&lt;br /&gt;
| Recreation unfulfilled&lt;br /&gt;
| {{--|5}} &lt;br /&gt;
| {{ticks|2500 * 8.57 &amp;lt;!--15/1.75--&amp;gt;}}&lt;br /&gt;
| {{#expr: 15/1.75 round 2}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours&lt;br /&gt;
|-&lt;br /&gt;
| '''1%''' &lt;br /&gt;
| 1% - 15%&lt;br /&gt;
| Recreation deprived&lt;br /&gt;
| {{--|10}}&lt;br /&gt;
| {{ticks|2500 * 15/1}}&lt;br /&gt;
| {{#expr: 15/1}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt;)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours&lt;br /&gt;
|- &lt;br /&gt;
| ''N/A''&lt;br /&gt;
| 0%&lt;br /&gt;
| Recreation starved&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt; + 15/1)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's [[Recreation_Fall_Rate|joy fall rate factor]]. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]].&lt;br /&gt;
&lt;br /&gt;
== Activities table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Activity !! Duration&amp;lt;ref name=&amp;quot;DurationExplanation&amp;quot;&amp;gt;Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost if the pawn is interrupted before the maximum duration is reached.&amp;lt;/ref&amp;gt; !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Capable of Construction, Snow || 0.75&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – ||  – || No || Moving, Enjoys Weather || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoys Outdoors || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going swimming {{OdysseyIcon}} || {{Ticks|4000}} || 1 || Solitary relaxation || Solitary || – || – || No || Moving, Enjoys Weather, Body of Water || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{Ticks|1500}} || 1 || Social interaction  || Social || – || – || Yes || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || Yes || Sight || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - ||  1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring|Playing hoopstone ring]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoes pin|Playing horseshoes]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chess table|Playing chess]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board|Playing the game of Ur]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table|Playing billiards]] || {{Ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television|Watching flatscreen television]] || {{Ticks|4000}} || 1.4 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television|Watching megascreen television]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Telescope|Using telescope]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating royally at &amp;lt;br/&amp;gt;[[grand meditation throne|grand]] / [[meditation throne]]  {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|-  &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) per Unit !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings table ==&lt;br /&gt;
Recreation buildings that can be constructed can be found in the ''Architect - Recreation'' menu. Those that can be crafted are created at the [[Fueled_smithy|fueled]] or [[electric smithy]]. Any other buildings can only be acquired via trade.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Building !! Recreation Spots (Max Users) !! Recreation Power (%) !! Recreation Type !! Improves !! Produced Via (Skill level) !! Required Research&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoe pin]]  &lt;br /&gt;
| 12 || {{%|{{Q|Horseshoes pin|Recreation Power}} }} || {{Q|Horseshoes pin|Recreation Type}} || [[Shooting]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring]] &lt;br /&gt;
| 12 || {{%|{{Q|Hoopstone ring|Recreation Power}} }} || {{Q|Hoopstone ring|Recreation Type}} || [[Shooting]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Chess table]] &lt;br /&gt;
| 4 (Max 2)  || {{%|{{Q|Chess table|Recreation Power}} }} || {{Q|Chess table|Recreation Type}} || [[Intellectual]] || [[Construction]] || - || [[Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board]] &lt;br /&gt;
| 2 || {{%|{{Q|Game-of-Ur board|Recreation Power}} }} || {{Q|Game-of-Ur board|Recreation Type}} || [[Intellectual]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table]] &lt;br /&gt;
| 2 || {{%|{{Q|Billiards table|Recreation Power}} }} || {{Q|Billiards table|Recreation Type}} || [[Shooting]] || [[Construction]] (6) || - || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Poker table]]  &lt;br /&gt;
| 8 (Max 4) || {{%|{{Q|Poker table|Recreation Power}} }} || {{Q|Poker table|Recreation Type}} ||[[Intellectual]] || [[Construction]] (6) || - || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Telescope]]  &lt;br /&gt;
| 1 || {{%|{{Q|Telescope|Recreation Power}} }} || {{Q|Telescope|Recreation Type}} || - || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Tube television]]  &lt;br /&gt;
| 15 || {{%|{{Q|Tube television|Recreation Power}} }} || {{Q|Tube television|Recreation Type}} || – || [[Construction]] (7) || - || [[Research#Industrial_Research_Projects|Tube television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television]]  &lt;br /&gt;
| 30 || {{%|{{Q|Flatscreen television|Recreation Power}} }} || {{Q|Flatscreen television|Recreation Type}} || – || [[Construction]] (8) || - || [[Research#Industrial_Research_Projects|Flatscreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television]]  &lt;br /&gt;
| 42 || {{%|{{Q|Megascreen television|Recreation Power}} }} || {{Q|Megascreen television|Recreation Type}} || - || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harp]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harp|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (3) || - || [[Research#Medieval_Research_Projects|Harp]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harpsichord|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (5) || - || [[Research#Medieval_Research_Projects|Harpsichord]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Piano]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Piano|Recreation Power}} }} || {{Q|Piano|Recreation Type}} || [[Artistic]] || [[Crafting]] (6) || - || [[Research#Industrial_Research_Projects|Piano]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chess tables and poker tables have more interaction spots than can be used simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
Colonists may build [[Snowman|snowmen]] from snow on the ground. Building a snowman is only possible if the following conditions are true:&lt;br /&gt;
* The total depth of snow on the map must be at least 20000%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[vacuum]], or the pawn has more than 75% [[vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
Snowmen can only be built in a cell that meets the following conditions:&lt;br /&gt;
* [[Snow]] depth is at least 50%.&lt;br /&gt;
* All adjacent cells (diagonals included) can be stood in.&lt;br /&gt;
* There are no other snowmen within 12 cells.&lt;br /&gt;
Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x [[construction speed]] units of work per tick. Building a snowman does not train [[Construction]] skill, but colonists passionate in Construction will still [[Mood#Passion|gain mood]] from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Cheering up a patient ===&lt;br /&gt;
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.&lt;br /&gt;
&lt;br /&gt;
There are three unique properties of this activity:&lt;br /&gt;
* Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.&lt;br /&gt;
* Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Psychopath]]s.&lt;br /&gt;
* Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time.&lt;br /&gt;
&lt;br /&gt;
Patients must satisfy all following conditions to be eligible for a visit:&lt;br /&gt;
* Not on fire.&lt;br /&gt;
* Capable of social interaction.&lt;br /&gt;
* Food need is above 0%, rest need is above 33%.&lt;br /&gt;
* Recreation is below 30%.&lt;br /&gt;
* Not a [[Slavery|slave]]{{IdeologyIcon}}.&lt;br /&gt;
* Should be confined to bed for valid medical reasons, namely at least one of the following:&lt;br /&gt;
:* is downed&lt;br /&gt;
:* would seek medical rest if removed from bed&lt;br /&gt;
:* has an immunizable illness, but has not yet acquired immunity to it&lt;br /&gt;
:* is bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
Going for a walk is only possible if the following conditions are true:&lt;br /&gt;
* Food need is above 29%, rest need is above 33%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.&lt;br /&gt;
&lt;br /&gt;
=== Going swimming {{OdysseyIcon}} ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to go swimming in a random water cell when seeking to gain recreation. Swimming can always be done in indoors water cells, but cannot be done in outdoors water cells unless the following conditions are true:&lt;br /&gt;
* The outdoors temperature is at least 10 degrees Celsius.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going swimming' move to a water cell, then aimlessly path around the area they started from at half their movement speed, only moving through water cells incapable of inflicting toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Swimming removes heatstroke roughly every 4 seconds, regardless of its severity or the current temperature. It also prevents acquisition of the {{Thought|desc=I'm soaking wet.|label=Soaking wet|value=-3|stack=1}} penalty from exposure to rainy weather or moving in water cells for the next three hours.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.&lt;br /&gt;
* '''Preferred location''': without the [[Royalty DLC]], meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Meditation|meditation focus]] for the colonist would be.&lt;br /&gt;
* '''Activity label''': with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as &amp;quot;praying&amp;quot; when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.&lt;br /&gt;
&lt;br /&gt;
Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).&lt;br /&gt;
&lt;br /&gt;
Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}}Even though prisoners lack a need for recreation, imprisoned [[Psycasts|psycasters]] will still meditate to maintain their [[psyfocus]] whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, standing in one spot and throwing stones through the ring. Slowly trains Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.&lt;br /&gt;
&lt;br /&gt;
Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned [[reading policy]]. Moreover, they may disregard books based on criteria tied to their type:&lt;br /&gt;
* A [[Textbook]] is only up for consideration if reading it would grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).&lt;br /&gt;
* A [[Schematic]], if any of its associated research projects have not been finished.&lt;br /&gt;
* A [[Tome]]{{AnomalyIcon}}, if any of its associated dark research projects are available to study.&lt;br /&gt;
&lt;br /&gt;
Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.&lt;br /&gt;
* Colonists prefer the closest available chair which is not a building interaction spot. If none exist...&lt;br /&gt;
* They will settle for the closest available chair. If none exist...&lt;br /&gt;
* They will settle for a cell they can stand in adjacent to the closest table. If none exist...&lt;br /&gt;
* They will not go anywhere after picking up the book.&lt;br /&gt;
Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's [[Reading Speed]] stat, but if it is done in a room, it is multiplied by the room's [[Reading Bonus]] stat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Novel 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;
! Joy gain&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.25&lt;br /&gt;
| 2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table.  If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s, [[campfire]]s, and {{RoyaltyIcon}}[[harp]]s, [[harpsichord]]s, and [[piano]]s can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise inconvenient locations.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):&lt;br /&gt;
&lt;br /&gt;
* Watching [[eclipse]]&lt;br /&gt;
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse.&lt;br /&gt;
* Watching [[aurora]]&lt;br /&gt;
:* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).&lt;br /&gt;
* Stargazing (light provided by the sun is less than 10%)&lt;br /&gt;
* Cloudwatching (light provided by the sun is 65% or more)&lt;br /&gt;
* Watching sunrise (between midnight and noon)&lt;br /&gt;
* Watching sunset (between noon and midnight)&lt;br /&gt;
&lt;br /&gt;
Skygazing is only possible if the following conditions are true:&lt;br /&gt;
* The colonist can reach a cell that isn't water, marsh, or mud.&lt;br /&gt;
* The weather's rain/snow level should be below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], [[acidic smog]]{{BiotechIcon}}, or [[unnatural darkness]]{{AnomalyIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A telescope can only be used if the following conditions are true:&lt;br /&gt;
* It is in an unroofed cell.&lt;br /&gt;
* Its interaction spot (behind the viewfinder) can be stood in.&lt;br /&gt;
Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Viewing art ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required}}&lt;br /&gt;
The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:&lt;br /&gt;
* It is indoors.&lt;br /&gt;
* It belongs to the colonist's faction, or is not owned by a faction.&lt;br /&gt;
* The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.&lt;br /&gt;
* It is either under a roof, or none of the following are true:&lt;br /&gt;
:* the outdoors temperature is outside the colonist's comfortable temperature range&lt;br /&gt;
:* the current amount of rain/snow is at least 25%&lt;br /&gt;
:* the outdoors climate is hazardous (due to [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}})&lt;br /&gt;
:* the map is exposed to [[Vacuum|vacuum]], and the pawn has less than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.&lt;br /&gt;
&lt;br /&gt;
As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}}&lt;br /&gt;
{{Recode|section=1|reason=Add graph showing relationship of impressiveness to recreation with the room impressiveness labels}}&lt;br /&gt;
Colonists can visit a filled [[grave]] or [[sarcophagus]], standing motionless in an adjacent cell.&lt;br /&gt;
&lt;br /&gt;
Recreation gain can be increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to {{+|0.4x}}, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.&lt;br /&gt;
&lt;br /&gt;
=== Watching television ===&lt;br /&gt;
Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden    colonists can instigate on their own.&lt;br /&gt;
&lt;br /&gt;
Televisions can only be used if powered, and only from very specific positions:&lt;br /&gt;
* Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.&lt;br /&gt;
* Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.&lt;br /&gt;
* Megascreen televisions' usability rectangles are 6x7 in size.&lt;br /&gt;
&lt;br /&gt;
Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.&lt;br /&gt;
&lt;br /&gt;
Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.&lt;br /&gt;
&lt;br /&gt;
=== Playing a musical instrument{{RoyaltyIcon}} ===&lt;br /&gt;
Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.&lt;br /&gt;
* {{+|2}} while a [[harp]] within 12 cells is being played&lt;br /&gt;
* {{+|4}} while a [[harpsichord]] within 16 cells is being played&lt;br /&gt;
* {{+|6}} while a [[piano]] within 20 cells is being played&lt;br /&gt;
&lt;br /&gt;
Very slowly trains Artistic skill.&lt;br /&gt;
&lt;br /&gt;
Although the [[Drum]]{{IdeologyIcon}} is a musical instrument, colonists cannot gain recreation from playing it and will not randomly decide to play it for recreational purposes unless the [[Royalty DLC]] is active. Unlike the other musical instruments, it does not grant mood to nearby non-deaf pawns.&lt;br /&gt;
&lt;br /&gt;
== Other recreation sources ==&lt;br /&gt;
=== Gatherings ===&lt;br /&gt;
Parties (including the pre-ceremony festivities of any marriage ceremony) and concerts{{RoyaltyIcon}} grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).&lt;br /&gt;
&lt;br /&gt;
=== Stationary caravans ===&lt;br /&gt;
Colonists in a stationary [[caravan]] gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duels{{IdeologyIcon}} ===&lt;br /&gt;
When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.&lt;br /&gt;
&lt;br /&gt;
=== Playing with a baby{{BiotechIcon}} ===&lt;br /&gt;
Manipulation-capable colonists assigned to Childcare in the [[Work]] tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:&lt;br /&gt;
* Static play: the colonist remains stationary while playing with the baby.&lt;br /&gt;
* Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.&lt;br /&gt;
* Playing with toys: the colonist remains stationary while playing with the baby. There must be a [[toy box]] within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.&lt;br /&gt;
Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=173441</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=173441"/>
		<updated>2025-12-24T07:20:24Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center | {{Architect Nav}} |}&lt;br /&gt;
----&lt;br /&gt;
{{Rewrite|reason=Need overview/comparative analysis of recreation items and strats}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]], specifically the need to have fun. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in numerous ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]].&lt;br /&gt;
* While in an unmoving caravan.&lt;br /&gt;
* Attending certain gatherings (such as parties, marriage ceremonies, or concerts{{RoyaltyIcon}}).&lt;br /&gt;
* Playing with babies{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.&lt;br /&gt;
&lt;br /&gt;
Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.&lt;br /&gt;
&lt;br /&gt;
== Recreation needs ==&lt;br /&gt;
{{Recode|reason=Time till table - see other pages for examples}}&lt;br /&gt;
=== Recreation thresholds ===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || We need more variation in recreation activities, and I need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation gain rate ===&lt;br /&gt;
&lt;br /&gt;
The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's [[#Activities_table|gain rate multiplier]] and the pawn's [[#Recreation_tolerance|tolerance]] for that recreation type.&lt;br /&gt;
&lt;br /&gt;
=== Recreation tolerance ===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
==== Boredom ====&lt;br /&gt;
&lt;br /&gt;
Colonists become '''bored''' of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.&lt;br /&gt;
&lt;br /&gt;
Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations            || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations                 || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                      || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations                 || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                     || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations                 || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations {{IdeologyIcon}}   || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations {{IdeologyIcon}} || See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation fall rate ===&lt;br /&gt;
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Recreation&amp;lt;br/&amp;gt;Loss(%)/Hour&lt;br /&gt;
! Threshold&lt;br /&gt;
! Thought active  &lt;br /&gt;
! Effect&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% recreation&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% recreation&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan='3' | '''2.5%''' &lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| Recreation fully satisfied &lt;br /&gt;
| {{+|10}} &lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- &lt;br /&gt;
| 70% - 85%&lt;br /&gt;
| Recreation satisfied&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| 30% - 70%&lt;br /&gt;
| ''None''&lt;br /&gt;
| '''0''' &lt;br /&gt;
| {{ticks|2500 * 40/2.5}}&lt;br /&gt;
| {{#expr: 40/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| '''1.75%''' &lt;br /&gt;
| 15% - 30%&lt;br /&gt;
| Recreation unfulfilled&lt;br /&gt;
| {{--|5}} &lt;br /&gt;
| {{ticks|2500 * 8.57 &amp;lt;!--15/1.75--&amp;gt;}}&lt;br /&gt;
| {{#expr: 15/1.75 round 2}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours&lt;br /&gt;
|-&lt;br /&gt;
| '''1%''' &lt;br /&gt;
| 1% - 15%&lt;br /&gt;
| Recreation deprived&lt;br /&gt;
| {{--|10}}&lt;br /&gt;
| {{ticks|2500 * 15/1}}&lt;br /&gt;
| {{#expr: 15/1}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt;)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours&lt;br /&gt;
|- &lt;br /&gt;
| ''N/A''&lt;br /&gt;
| 0%&lt;br /&gt;
| Recreation starved&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt; + 15/1)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's [[Recreation_Fall_Rate|joy fall rate factor]]. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]].&lt;br /&gt;
&lt;br /&gt;
== Activities table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Activity !! Duration&amp;lt;ref name=&amp;quot;DurationExplanation&amp;quot;&amp;gt;Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost if the pawn is interrupted before the maximum duration is reached.&amp;lt;/ref&amp;gt; !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Capable of Construction, Snow || 0.75&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – ||  – || No || Moving, Enjoys Weather || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoys Outdoors || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going swimming {{OdysseyIcon}} || {{Ticks|4000}} || 1 || Solitary relaxation || Solitary || – || – || No || Moving, Enjoys Weather, Body of Water || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{Ticks|1500}} || 1 || Social interaction  || Social || – || – || Yes || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || Yes || Sight || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - ||  1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring|Playing hoopstone ring]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoes pin|Playing horseshoes]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chess table|Playing chess]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board|Playing the game of Ur]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table|Playing billiards]] || {{Ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television|Watching flatscreen television]] || {{Ticks|4000}} || 1.4 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television|Watching megascreen television]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Telescope|Using telescope]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating royally at &amp;lt;br/&amp;gt;[[grand meditation throne|grand]] / [[meditation throne]]  {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|-  &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) per Unit !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings table ==&lt;br /&gt;
Recreation buildings that can be constructed can be found in the ''Architect - Recreation'' menu. Those that can be crafted are created at the [[Fueled_smithy|fueled]] or [[electric smithy]]. Any other buildings can only be acquired via trade.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Building !! Recreation Spots (Max Users) !! Recreation Power (%) !! Recreation Type !! Improves !! Produced Via (Skill level) !! Required Research&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoe pin]]  &lt;br /&gt;
| 12 || {{%|{{Q|Horseshoes pin|Recreation Power}} }} || {{Q|Horseshoes pin|Recreation Type}} || [[Shooting]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring]] &lt;br /&gt;
| 12 || {{%|{{Q|Hoopstone ring|Recreation Power}} }} || {{Q|Hoopstone ring|Recreation Type}} || [[Shooting]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Chess table]] &lt;br /&gt;
| 4 (Max 2)  || {{%|{{Q|Chess table|Recreation Power}} }} || {{Q|Chess table|Recreation Type}} || [[Intellectual]] || [[Construction]] || - || [[Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board]] &lt;br /&gt;
| 2 || {{%|{{Q|Game-of-Ur board|Recreation Power}} }} || {{Q|Game-of-Ur board|Recreation Type}} || [[Intellectual]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table]] &lt;br /&gt;
| 2 || {{%|{{Q|Billiards table|Recreation Power}} }} || {{Q|Billiards table|Recreation Type}} || [[Shooting]] || [[Construction]] (6) || - || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Poker table]]  &lt;br /&gt;
| 8 (Max 4) || {{%|{{Q|Poker table|Recreation Power}} }} || {{Q|Poker table|Recreation Type}} ||[[Intellectual]] || [[Construction]] (6) || - || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Telescope]]  &lt;br /&gt;
| 1 || {{%|{{Q|Telescope|Recreation Power}} }} || {{Q|Telescope|Recreation Type}} || - || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Tube television]]  &lt;br /&gt;
| 15 || {{%|{{Q|Tube television|Recreation Power}} }} || {{Q|Tube television|Recreation Type}} || – || [[Construction]] (7) || - || [[Research#Industrial_Research_Projects|Tube television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television]]  &lt;br /&gt;
| 30 || {{%|{{Q|Flatscreen television|Recreation Power}} }} || {{Q|Flatscreen television|Recreation Type}} || – || [[Construction]] (8) || - || [[Research#Industrial_Research_Projects|Flatscreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television]]  &lt;br /&gt;
| 42 || {{%|{{Q|Megascreen television|Recreation Power}} }} || {{Q|Megascreen television|Recreation Type}} || - || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harp]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harp|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (3) || - || [[Research#Medieval_Research_Projects|Harp]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harpsichord|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (5) || - || [[Research#Medieval_Research_Projects|Harpsichord]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Piano]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Piano|Recreation Power}} }} || {{Q|Piano|Recreation Type}} || [[Artistic]] || [[Crafting]] (6) || - || [[Research#Industrial_Research_Projects|Piano]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chess tables and poker tables have more interaction spots than can be used simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
Colonists may build [[Snowman|snowmen]] from snow on the ground. Building a snowman is only possible if the following conditions are true:&lt;br /&gt;
* The total depth of snow on the map must be at least 20000%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[vacuum]], or the pawn has more than 75% [[vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
Snowmen can only be built in a cell that meets the following conditions:&lt;br /&gt;
* [[Snow]] depth is at least 50%.&lt;br /&gt;
* All adjacent cells (diagonals included) can be stood in.&lt;br /&gt;
* There are no other snowmen within 12 cells.&lt;br /&gt;
Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x [[construction speed]] units of work per tick. Building a snowman does not train [[Construction]] skill, but colonists passionate in Construction will still [[Mood#Passion|gain mood]] from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Cheering up a patient ===&lt;br /&gt;
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.&lt;br /&gt;
&lt;br /&gt;
There are three unique properties of this activity:&lt;br /&gt;
* Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.&lt;br /&gt;
* Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Psychopath]]s.&lt;br /&gt;
* Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time.&lt;br /&gt;
&lt;br /&gt;
Patients must satisfy all following conditions to be eligible for a visit:&lt;br /&gt;
* Not on fire.&lt;br /&gt;
* Capable of social interaction.&lt;br /&gt;
* Food need is above 0%, rest need is above 33%.&lt;br /&gt;
* Recreation is below 30%.&lt;br /&gt;
* Not a [[Slavery|slave]]{{IdeologyIcon}}.&lt;br /&gt;
* Should be confined to bed for valid medical reasons, namely at least one of the following:&lt;br /&gt;
:* is downed&lt;br /&gt;
:* would seek medical rest if removed from bed&lt;br /&gt;
:* has an immunizable illness, but has not yet acquired immunity to it&lt;br /&gt;
:* is bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
Going for a walk is only possible if the following conditions are true:&lt;br /&gt;
* Food need is above 29%, rest need is above 33%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.&lt;br /&gt;
&lt;br /&gt;
=== Going swimming {{OdysseyIcon}} ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to go swimming in a random water cell when seeking to gain recreation. Swimming can always be done in indoors water cells, but cannot be done in outdoors water cells unless the following conditions are true:&lt;br /&gt;
* The outdoors temperature is at least 10 degrees Celsius.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going swimming' move to a water cell, then aimlessly path around the area they started from at half their movement speed, only moving through water cells incapable of inflicting toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Swimming removes heatstroke roughly every 4 seconds, regardless of its severity or the current temperature. It also prevents acquisition of the {{Thought|desc=I'm soaking wet.|label=Soaking wet|value=-3|stack=1}} penalty from exposure to rainy weather or moving in water cells for the next three hours.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.&lt;br /&gt;
* '''Preferred location''': without the [[Royalty DLC]], meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Meditation|meditation focus]] for the colonist would be.&lt;br /&gt;
* '''Activity label''': with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as &amp;quot;praying&amp;quot; when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.&lt;br /&gt;
&lt;br /&gt;
Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).&lt;br /&gt;
&lt;br /&gt;
Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}}Even though prisoners lack a need for recreation, imprisoned [[Psycasts|psycasters]] will still meditate to maintain their [[psyfocus]] whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, standing in one spot and throwing stones through the ring. Slowly trains Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.&lt;br /&gt;
&lt;br /&gt;
Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned [[reading policy]]. Moreover, they may disregard books based on criteria tied to their type:&lt;br /&gt;
* A [[Textbook]] is only up for consideration if reading it would grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).&lt;br /&gt;
* A [[Schematic]], if any of its associated research projects have not been finished.&lt;br /&gt;
* A [[Tome]]{{AnomalyIcon}}, if any of its associated dark research projects are available to study.&lt;br /&gt;
&lt;br /&gt;
Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.&lt;br /&gt;
* Colonists prefer the closest available chair which is not a building interaction spot. If none exist...&lt;br /&gt;
* They will settle for the closest available chair. If none exist...&lt;br /&gt;
* They will settle for a cell they can stand in adjacent to the closest table. If none exist...&lt;br /&gt;
* They will not go anywhere after picking up the book.&lt;br /&gt;
Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's [[Reading Speed]] stat, but if it is done in a room, it is multiplied by the room's [[Reading Bonus]] stat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Novel 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;
! Joy gain&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.25&lt;br /&gt;
| 2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table.  If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s, [[campfire]]s, and {{RoyaltyIcon}}[[harp]]s, [[harpsichord]]s, and [[piano]]s can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise inconvenient locations.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):&lt;br /&gt;
&lt;br /&gt;
* Watching [[eclipse]]&lt;br /&gt;
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse.&lt;br /&gt;
* Watching [[aurora]]&lt;br /&gt;
:* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).&lt;br /&gt;
* Stargazing (light provided by the sun is less than 10%)&lt;br /&gt;
* Cloudwatching (light provided by the sun is 65% or more)&lt;br /&gt;
* Watching sunrise (between midnight and noon)&lt;br /&gt;
* Watching sunset (between noon and midnight)&lt;br /&gt;
&lt;br /&gt;
Skygazing is only possible if the following conditions are true:&lt;br /&gt;
* The colonist can reach a cell that isn't water, marsh, or mud.&lt;br /&gt;
* The weather's rain/snow level should be below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], [[acidic smog]]{{BiotechIcon}}, or [[unnatural darkness]]{{AnomalyIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A telescope can only be used if the following conditions are true:&lt;br /&gt;
* It is in an unroofed cell.&lt;br /&gt;
* Its interaction spot (behind the viewfinder) can be stood in.&lt;br /&gt;
Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Viewing art ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required}}&lt;br /&gt;
The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:&lt;br /&gt;
* It is indoors.&lt;br /&gt;
* It belongs to the colonist's faction, or is not owned by a faction.&lt;br /&gt;
* The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.&lt;br /&gt;
* It is either under a roof, or none of the following are true:&lt;br /&gt;
:* the outdoors temperature is outside the colonist's comfortable temperature range&lt;br /&gt;
:* the current amount of rain/snow is at least 25%&lt;br /&gt;
:* the outdoors climate is hazardous (due to [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}})&lt;br /&gt;
:* the map is exposed to [[Vacuum|vacuum]], and the pawn has less than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.&lt;br /&gt;
&lt;br /&gt;
As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}}&lt;br /&gt;
{{Recode|section=1|reason=Add graph showing relationship of impressiveness to recreation with the room impressiveness labels}}&lt;br /&gt;
Colonists can visit a filled [[grave]] or [[sarcophagus]], standing motionless in an adjacent cell.&lt;br /&gt;
&lt;br /&gt;
Recreation gain can be increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to {{+|0.4x}}, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.&lt;br /&gt;
&lt;br /&gt;
=== Watching television ===&lt;br /&gt;
Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden    colonists can instigate on their own.&lt;br /&gt;
&lt;br /&gt;
Televisions can only be used if powered, and only from very specific positions:&lt;br /&gt;
* Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.&lt;br /&gt;
* Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.&lt;br /&gt;
* Megascreen televisions' usability rectangles are 6x7 in size.&lt;br /&gt;
&lt;br /&gt;
Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.&lt;br /&gt;
&lt;br /&gt;
Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.&lt;br /&gt;
&lt;br /&gt;
=== Playing a musical instrument{{RoyaltyIcon}} ===&lt;br /&gt;
Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.&lt;br /&gt;
* {{+|2}} while a [[harp]] within 12 cells is being played&lt;br /&gt;
* {{+|4}} while a [[harpsichord]] within 16 cells is being played&lt;br /&gt;
* {{+|6}} while a [[piano]] within 20 cells is being played&lt;br /&gt;
&lt;br /&gt;
Very slowly trains Artistic skill.&lt;br /&gt;
&lt;br /&gt;
Although the [[Drum]]{{IdeologyIcon}} is a musical instrument, colonists cannot gain recreation from playing it and will not randomly decide to play it for recreational purposes unless the [[Royalty DLC]] is active. Unlike the other musical instruments, it does not grant mood to nearby non-deaf pawns.&lt;br /&gt;
&lt;br /&gt;
== Other recreation sources ==&lt;br /&gt;
=== Gatherings ===&lt;br /&gt;
Parties (including the pre-ceremony festivities of any marriage ceremony) and concerts{{RoyaltyIcon}} grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).&lt;br /&gt;
&lt;br /&gt;
=== Stationary caravans ===&lt;br /&gt;
Colonists in a stationary [[caravan]] gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duels{{IdeologyIcon}} ===&lt;br /&gt;
When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.&lt;br /&gt;
&lt;br /&gt;
=== Playing with a baby{{BiotechIcon}} ===&lt;br /&gt;
Manipulation-capable colonists assigned to Childcare in the [[Work]] tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:&lt;br /&gt;
* Static play: the colonist remains stationary while playing with the baby.&lt;br /&gt;
* Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.&lt;br /&gt;
* Playing with toys: the colonist remains stationary while playing with the baby. There must be a [[toy box]] within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.&lt;br /&gt;
Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=173440</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=173440"/>
		<updated>2025-12-24T07:18:11Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: No longer &amp;quot;desperately in need of cleanup&amp;quot;. The analyzers and strategists still need to take a crack, though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center | {{Architect Nav}} |}&lt;br /&gt;
----&lt;br /&gt;
{{Rewrite|reason=Need overview/comparative analysis of recreation items and strats.}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]], specifically the need to have fun. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in numerous ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]].&lt;br /&gt;
* While in an unmoving caravan.&lt;br /&gt;
* Attending certain gatherings (such as parties, marriage ceremonies, or concerts{{RoyaltyIcon}}).&lt;br /&gt;
* Playing with babies{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.&lt;br /&gt;
&lt;br /&gt;
Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.&lt;br /&gt;
&lt;br /&gt;
== Recreation needs ==&lt;br /&gt;
{{Recode|reason=Time till table - see other pages for examples}}&lt;br /&gt;
=== Recreation thresholds ===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation gain rate ===&lt;br /&gt;
&lt;br /&gt;
The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's [[#Activities_table|gain rate multiplier]] and the pawn's [[#Recreation_tolerance|tolerance]] for that recreation type.&lt;br /&gt;
&lt;br /&gt;
=== Recreation tolerance ===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
==== Boredom ====&lt;br /&gt;
&lt;br /&gt;
Colonists become '''bored''' of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.&lt;br /&gt;
&lt;br /&gt;
Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations            || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations                 || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                      || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations                 || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                     || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations                 || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations {{IdeologyIcon}}   || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations {{IdeologyIcon}} || See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation fall rate ===&lt;br /&gt;
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Recreation&amp;lt;br/&amp;gt;Loss(%)/Hour&lt;br /&gt;
! Threshold&lt;br /&gt;
! Thought active  &lt;br /&gt;
! Effect&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% recreation&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% recreation&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan='3' | '''2.5%''' &lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| Recreation fully satisfied &lt;br /&gt;
| {{+|10}} &lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- &lt;br /&gt;
| 70% - 85%&lt;br /&gt;
| Recreation satisfied&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| 30% - 70%&lt;br /&gt;
| ''None''&lt;br /&gt;
| '''0''' &lt;br /&gt;
| {{ticks|2500 * 40/2.5}}&lt;br /&gt;
| {{#expr: 40/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| '''1.75%''' &lt;br /&gt;
| 15% - 30%&lt;br /&gt;
| Recreation unfulfilled&lt;br /&gt;
| {{--|5}} &lt;br /&gt;
| {{ticks|2500 * 8.57 &amp;lt;!--15/1.75--&amp;gt;}}&lt;br /&gt;
| {{#expr: 15/1.75 round 2}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours&lt;br /&gt;
|-&lt;br /&gt;
| '''1%''' &lt;br /&gt;
| 1% - 15%&lt;br /&gt;
| Recreation deprived&lt;br /&gt;
| {{--|10}}&lt;br /&gt;
| {{ticks|2500 * 15/1}}&lt;br /&gt;
| {{#expr: 15/1}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt;)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours&lt;br /&gt;
|- &lt;br /&gt;
| ''N/A''&lt;br /&gt;
| 0%&lt;br /&gt;
| Recreation starved&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt; + 15/1)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's [[Recreation_Fall_Rate|joy fall rate factor]]. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]].&lt;br /&gt;
&lt;br /&gt;
== Activities table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Activity !! Duration&amp;lt;ref name=&amp;quot;DurationExplanation&amp;quot;&amp;gt;Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost if the pawn is interrupted before the maximum duration is reached.&amp;lt;/ref&amp;gt; !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Capable of Construction, Snow || 0.75&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – ||  – || No || Moving, Enjoys Weather || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoys Outdoors || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going swimming {{OdysseyIcon}} || {{Ticks|4000}} || 1 || Solitary relaxation || Solitary || – || – || No || Moving, Enjoys Weather, Body of Water || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{Ticks|1500}} || 1 || Social interaction  || Social || – || – || Yes || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || Yes || Sight || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - ||  1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring|Playing hoopstone ring]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoes pin|Playing horseshoes]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chess table|Playing chess]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board|Playing the game of Ur]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table|Playing billiards]] || {{Ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television|Watching flatscreen television]] || {{Ticks|4000}} || 1.4 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television|Watching megascreen television]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Telescope|Using telescope]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating royally at &amp;lt;br/&amp;gt;[[grand meditation throne|grand]] / [[meditation throne]]  {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|-  &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) per Unit !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings table ==&lt;br /&gt;
Recreation buildings that can be constructed can be found in the ''Architect - Recreation'' menu. Those that can be crafted are created at the [[Fueled_smithy|fueled]] or [[electric smithy]]. Any other buildings can only be acquired via trade.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Building !! Recreation Spots (Max Users) !! Recreation Power (%) !! Recreation Type !! Improves !! Produced Via (Skill level) !! Required Research&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoe pin]]  &lt;br /&gt;
| 12 || {{%|{{Q|Horseshoes pin|Recreation Power}} }} || {{Q|Horseshoes pin|Recreation Type}} || [[Shooting]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring]] &lt;br /&gt;
| 12 || {{%|{{Q|Hoopstone ring|Recreation Power}} }} || {{Q|Hoopstone ring|Recreation Type}} || [[Shooting]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Chess table]] &lt;br /&gt;
| 4 (Max 2)  || {{%|{{Q|Chess table|Recreation Power}} }} || {{Q|Chess table|Recreation Type}} || [[Intellectual]] || [[Construction]] || - || [[Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board]] &lt;br /&gt;
| 2 || {{%|{{Q|Game-of-Ur board|Recreation Power}} }} || {{Q|Game-of-Ur board|Recreation Type}} || [[Intellectual]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table]] &lt;br /&gt;
| 2 || {{%|{{Q|Billiards table|Recreation Power}} }} || {{Q|Billiards table|Recreation Type}} || [[Shooting]] || [[Construction]] (6) || - || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Poker table]]  &lt;br /&gt;
| 8 (Max 4) || {{%|{{Q|Poker table|Recreation Power}} }} || {{Q|Poker table|Recreation Type}} ||[[Intellectual]] || [[Construction]] (6) || - || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Telescope]]  &lt;br /&gt;
| 1 || {{%|{{Q|Telescope|Recreation Power}} }} || {{Q|Telescope|Recreation Type}} || - || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Tube television]]  &lt;br /&gt;
| 15 || {{%|{{Q|Tube television|Recreation Power}} }} || {{Q|Tube television|Recreation Type}} || – || [[Construction]] (7) || - || [[Research#Industrial_Research_Projects|Tube television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television]]  &lt;br /&gt;
| 30 || {{%|{{Q|Flatscreen television|Recreation Power}} }} || {{Q|Flatscreen television|Recreation Type}} || – || [[Construction]] (8) || - || [[Research#Industrial_Research_Projects|Flatscreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television]]  &lt;br /&gt;
| 42 || {{%|{{Q|Megascreen television|Recreation Power}} }} || {{Q|Megascreen television|Recreation Type}} || - || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harp]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harp|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (3) || - || [[Research#Medieval_Research_Projects|Harp]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harpsichord|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (5) || - || [[Research#Medieval_Research_Projects|Harpsichord]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Piano]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Piano|Recreation Power}} }} || {{Q|Piano|Recreation Type}} || [[Artistic]] || [[Crafting]] (6) || - || [[Research#Industrial_Research_Projects|Piano]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chess tables and poker tables have more interaction spots than can be used simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
Colonists may build [[Snowman|snowmen]] from snow on the ground. Building a snowman is only possible if the following conditions are true:&lt;br /&gt;
* The total depth of snow on the map must be at least 20000%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[vacuum]], or the pawn has more than 75% [[vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
Snowmen can only be built in a cell that meets the following conditions:&lt;br /&gt;
* [[Snow]] depth is at least 50%.&lt;br /&gt;
* All adjacent cells (diagonals included) can be stood in.&lt;br /&gt;
* There are no other snowmen within 12 cells.&lt;br /&gt;
Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x [[construction speed]] units of work per tick. Building a snowman does not train [[Construction]] skill, but colonists passionate in Construction will still [[Mood#Passion|gain mood]] from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Cheering up a patient ===&lt;br /&gt;
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.&lt;br /&gt;
&lt;br /&gt;
There are three unique properties of this activity:&lt;br /&gt;
* Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.&lt;br /&gt;
* Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Psychopath]]s.&lt;br /&gt;
* Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time.&lt;br /&gt;
&lt;br /&gt;
Patients must satisfy all following conditions to be eligible for a visit:&lt;br /&gt;
* Not on fire.&lt;br /&gt;
* Capable of social interaction.&lt;br /&gt;
* Food need is above 0%, rest need is above 33%.&lt;br /&gt;
* Recreation is below 30%.&lt;br /&gt;
* Not a [[Slavery|slave]]{{IdeologyIcon}}.&lt;br /&gt;
* Should be confined to bed for valid medical reasons, namely at least one of the following:&lt;br /&gt;
:* is downed&lt;br /&gt;
:* would seek medical rest if removed from bed&lt;br /&gt;
:* has an immunizable illness, but has not yet acquired immunity to it&lt;br /&gt;
:* is bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
Going for a walk is only possible if the following conditions are true:&lt;br /&gt;
* Food need is above 29%, rest need is above 33%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.&lt;br /&gt;
&lt;br /&gt;
=== Going swimming {{OdysseyIcon}} ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to go swimming in a random water cell when seeking to gain recreation. Swimming can always be done in indoors water cells, but cannot be done in outdoors water cells unless the following conditions are true:&lt;br /&gt;
* The outdoors temperature is at least 10 degrees Celsius.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going swimming' move to a water cell, then aimlessly path around the area they started from at half their movement speed, only moving through water cells incapable of inflicting toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Swimming removes heatstroke roughly every 4 seconds, regardless of its severity or the current temperature. It also prevents acquisition of the {{Thought|desc=I'm soaking wet.|label=Soaking wet|value=-3|stack=1}} penalty from exposure to rainy weather or moving in water cells for the next three hours.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.&lt;br /&gt;
* '''Preferred location''': without the [[Royalty DLC]], meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Meditation|meditation focus]] for the colonist would be.&lt;br /&gt;
* '''Activity label''': with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as &amp;quot;praying&amp;quot; when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.&lt;br /&gt;
&lt;br /&gt;
Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).&lt;br /&gt;
&lt;br /&gt;
Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}}Even though prisoners lack a need for recreation, imprisoned [[Psycasts|psycasters]] will still meditate to maintain their [[psyfocus]] whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, standing in one spot and throwing stones through the ring. Slowly trains Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.&lt;br /&gt;
&lt;br /&gt;
Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned [[reading policy]]. Moreover, they may disregard books based on criteria tied to their type:&lt;br /&gt;
* A [[Textbook]] is only up for consideration if reading it would grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).&lt;br /&gt;
* A [[Schematic]], if any of its associated research projects have not been finished.&lt;br /&gt;
* A [[Tome]]{{AnomalyIcon}}, if any of its associated dark research projects are available to study.&lt;br /&gt;
&lt;br /&gt;
Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.&lt;br /&gt;
* Colonists prefer the closest available chair which is not a building interaction spot. If none exist...&lt;br /&gt;
* They will settle for the closest available chair. If none exist...&lt;br /&gt;
* They will settle for a cell they can stand in adjacent to the closest table. If none exist...&lt;br /&gt;
* They will not go anywhere after picking up the book.&lt;br /&gt;
Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's [[Reading Speed]] stat, but if it is done in a room, it is multiplied by the room's [[Reading Bonus]] stat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Novel 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;
! Joy gain&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.25&lt;br /&gt;
| 2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table.  If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s, [[campfire]]s, and {{RoyaltyIcon}}[[harp]]s, [[harpsichord]]s, and [[piano]]s can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise inconvenient locations.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):&lt;br /&gt;
&lt;br /&gt;
* Watching [[eclipse]]&lt;br /&gt;
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse.&lt;br /&gt;
* Watching [[aurora]]&lt;br /&gt;
:* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).&lt;br /&gt;
* Stargazing (light provided by the sun is less than 10%)&lt;br /&gt;
* Cloudwatching (light provided by the sun is 65% or more)&lt;br /&gt;
* Watching sunrise (between midnight and noon)&lt;br /&gt;
* Watching sunset (between noon and midnight)&lt;br /&gt;
&lt;br /&gt;
Skygazing is only possible if the following conditions are true:&lt;br /&gt;
* The colonist can reach a cell that isn't water, marsh, or mud.&lt;br /&gt;
* The weather's rain/snow level should be below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], [[acidic smog]]{{BiotechIcon}}, or [[unnatural darkness]]{{AnomalyIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A telescope can only be used if the following conditions are true:&lt;br /&gt;
* It is in an unroofed cell.&lt;br /&gt;
* Its interaction spot (behind the viewfinder) can be stood in.&lt;br /&gt;
Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Viewing art ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required}}&lt;br /&gt;
The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:&lt;br /&gt;
* It is indoors.&lt;br /&gt;
* It belongs to the colonist's faction, or is not owned by a faction.&lt;br /&gt;
* The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.&lt;br /&gt;
* It is either under a roof, or none of the following are true:&lt;br /&gt;
:* the outdoors temperature is outside the colonist's comfortable temperature range&lt;br /&gt;
:* the current amount of rain/snow is at least 25%&lt;br /&gt;
:* the outdoors climate is hazardous (due to [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}})&lt;br /&gt;
:* the map is exposed to [[Vacuum|vacuum]], and the pawn has less than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.&lt;br /&gt;
&lt;br /&gt;
As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}}&lt;br /&gt;
{{Recode|section=1|reason=Add graph showing relationship of impressiveness to recreation with the room impressiveness labels}}&lt;br /&gt;
Colonists can visit a filled [[grave]] or [[sarcophagus]], standing motionless in an adjacent cell.&lt;br /&gt;
&lt;br /&gt;
Recreation gain can be increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to {{+|0.4x}}, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.&lt;br /&gt;
&lt;br /&gt;
=== Watching television ===&lt;br /&gt;
Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden    colonists can instigate on their own.&lt;br /&gt;
&lt;br /&gt;
Televisions can only be used if powered, and only from very specific positions:&lt;br /&gt;
* Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.&lt;br /&gt;
* Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.&lt;br /&gt;
* Megascreen televisions' usability rectangles are 6x7 in size.&lt;br /&gt;
&lt;br /&gt;
Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.&lt;br /&gt;
&lt;br /&gt;
Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.&lt;br /&gt;
&lt;br /&gt;
=== Playing a musical instrument{{RoyaltyIcon}} ===&lt;br /&gt;
Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.&lt;br /&gt;
* {{+|2}} while a [[harp]] within 12 cells is being played&lt;br /&gt;
* {{+|4}} while a [[harpsichord]] within 16 cells is being played&lt;br /&gt;
* {{+|6}} while a [[piano]] within 20 cells is being played&lt;br /&gt;
&lt;br /&gt;
Very slowly trains Artistic skill.&lt;br /&gt;
&lt;br /&gt;
Although the [[Drum]]{{IdeologyIcon}} is a musical instrument, colonists cannot gain recreation from playing it and will not randomly decide to play it for recreational purposes unless the [[Royalty DLC]] is active. Unlike the other musical instruments, it does not grant mood to nearby non-deaf pawns.&lt;br /&gt;
&lt;br /&gt;
== Other recreation sources ==&lt;br /&gt;
=== Gatherings ===&lt;br /&gt;
Parties (including the pre-ceremony festivities of any marriage ceremony) and concerts{{RoyaltyIcon}} grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).&lt;br /&gt;
&lt;br /&gt;
=== Stationary caravans ===&lt;br /&gt;
Colonists in a stationary [[caravan]] gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duels{{IdeologyIcon}} ===&lt;br /&gt;
When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.&lt;br /&gt;
&lt;br /&gt;
=== Playing with a baby{{BiotechIcon}} ===&lt;br /&gt;
Manipulation-capable colonists assigned to Childcare in the [[Work]] tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:&lt;br /&gt;
* Static play: the colonist remains stationary while playing with the baby.&lt;br /&gt;
* Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.&lt;br /&gt;
* Playing with toys: the colonist remains stationary while playing with the baby. There must be a [[toy box]] within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.&lt;br /&gt;
Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archean_seed&amp;diff=170590</id>
		<title>Archean seed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archean_seed&amp;diff=170590"/>
		<updated>2025-10-02T00:15:00Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: Market value.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}{{stub|reason=General - mostly copied from polux seed. Details on what types of terrain can't be terraformed}}&lt;br /&gt;
{{Infobox main|resource&lt;br /&gt;
| name = Archean seed&lt;br /&gt;
| image = Archean seed c.png&lt;br /&gt;
| description = &lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Resources&lt;br /&gt;
| type2 = Plant matter&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 1&lt;br /&gt;
| marketvalue = 650&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| flammability base = 0&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = ArcheanSeed&lt;br /&gt;
| thingCategories = ItemsMisc&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
'''Archean seeds''' can be planted to become a [[archean tree]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Archean seeds can rarely be acquired from [[sealed crate]]s and [[ancient safe]]s. Regular sealed crates have 1.96% chance to drop 1-2 seeds, while crates that appear next to an archean tree on asteroids will always drop them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Archean seeds can be used in order to grow a Archean tree. Archean trees transform nearby terrain into fertile soil. Archean seeds can be planted in most types of terrain. The tree will also produce oxygen if enclosed in a pressurized room.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason= Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Archean seed.png|One Archean seed&lt;br /&gt;
File:Archean seed b.png|Partial stack&lt;br /&gt;
File:Archean seed c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Matter]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=166921</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=166921"/>
		<updated>2025-08-06T04:13:04Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: As of 1.6, drums are now (the worst) musical instrument, which is an improvement from before...?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center | {{Architect Nav}} |}&lt;br /&gt;
----&lt;br /&gt;
{{Rewrite|reason=Desperately in need of cleanup, need overview/comparative analysis of recreation items and strats.}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]], specifically the need to have fun. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in numerous ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]].&lt;br /&gt;
* While in an unmoving caravan.&lt;br /&gt;
* Attending certain gatherings (such as parties, marriage ceremonies, or concerts{{RoyaltyIcon}}).&lt;br /&gt;
* Playing with babies{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.&lt;br /&gt;
&lt;br /&gt;
Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.&lt;br /&gt;
&lt;br /&gt;
== Recreation needs ==&lt;br /&gt;
{{Recode|reason=Time till table - see other pages for examples}}&lt;br /&gt;
=== Recreation thresholds ===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation gain rate ===&lt;br /&gt;
&lt;br /&gt;
The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's [[Recreation#Activities_table|gain rate multiplier]] and the pawn's [[Recreation#Recreation_tolerance|tolerance]] for that recreation type.&lt;br /&gt;
&lt;br /&gt;
=== Recreation tolerance ===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
==== Boredom ====&lt;br /&gt;
&lt;br /&gt;
Colonists become '''bored''' of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.&lt;br /&gt;
&lt;br /&gt;
Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations            || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations                 || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                      || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations                 || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                     || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations                 || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations {{IdeologyIcon}}   || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations {{IdeologyIcon}} || See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation fall rate ===&lt;br /&gt;
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Recreation&amp;lt;br/&amp;gt;Loss(%)/Hour&lt;br /&gt;
! Threshold&lt;br /&gt;
! Thought active  &lt;br /&gt;
! Effect&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% recreation&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% recreation&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan='3' | '''2.5%''' &lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| Recreation fully satisfied &lt;br /&gt;
| {{+|10}} &lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- &lt;br /&gt;
| 70% - 85%&lt;br /&gt;
| Recreation satisfied&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| 30% - 70%&lt;br /&gt;
| ''None''&lt;br /&gt;
| '''0''' &lt;br /&gt;
| {{ticks|2500 * 40/2.5}}&lt;br /&gt;
| {{#expr: 40/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| '''1.75%''' &lt;br /&gt;
| 15% - 30%&lt;br /&gt;
| Recreation unfulfilled&lt;br /&gt;
| {{--|5}} &lt;br /&gt;
| {{ticks|2500 * 8.57 &amp;lt;!--15/1.75--&amp;gt;}}&lt;br /&gt;
| {{#expr: 15/1.75 round 2}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours&lt;br /&gt;
|-&lt;br /&gt;
| '''1%''' &lt;br /&gt;
| 1% - 15%&lt;br /&gt;
| Recreation deprived&lt;br /&gt;
| {{--|10}}&lt;br /&gt;
| {{ticks|2500 * 15/1}}&lt;br /&gt;
| {{#expr: 15/1}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt;)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours&lt;br /&gt;
|- &lt;br /&gt;
| ''N/A''&lt;br /&gt;
| 0%&lt;br /&gt;
| Recreation starved&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt; + 15/1)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's [[Recreation_Fall_Rate|joy fall rate factor]]. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]].&lt;br /&gt;
&lt;br /&gt;
== Activities table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Activity !! Duration&amp;lt;ref name=&amp;quot;DurationExplanation&amp;quot;&amp;gt;Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost if the pawn is interrupted before the maximum duration is reached.&amp;lt;/ref&amp;gt; !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Capable of Construction, Snow || 0.75&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – ||  – || No || Moving, Enjoys Weather || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoys Outdoors || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going swimming {{OdysseyIcon}} || {{Ticks|4000}} || 1 || Solitary relaxation || Solitary || – || – || No || Moving, Enjoys Weather, Body of Water || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{Ticks|1500}} || 1 || Social interaction  || Social || – || – || Yes || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || Yes || Sight || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - ||  1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring|Playing hoopstone ring]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoes pin|Playing horseshoes]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chess table|Playing chess]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board|Playing the game of Ur]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table|Playing billiards]] || {{Ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television|Watching flatscreen television]] || {{Ticks|4000}} || 1.4 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television|Watching megascreen television]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Telescope|Using telescope]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating royally at &amp;lt;br/&amp;gt;[[grand meditation throne|grand]] / [[meditation throne]]  {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|-  &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) per Unit !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings table ==&lt;br /&gt;
Recreation buildings that can be constructed can be found in the ''Architect - Recreation'' menu. Those that can be crafted are created at the [[Fueled_smithy|fueled]] or [[electric smithy]]. Any other buildings can only be acquired via trade.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Building !! Recreation Spots (Max Users) !! Recreation Power (%) !! Recreation Type !! Improves !! Produced Via (Skill level) !! Required Research&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoe pin]]  &lt;br /&gt;
| 12 || {{%|{{Q|Horseshoes pin|Recreation Power}} }} || {{Q|Horseshoes pin|Recreation Type}} || [[Shooting]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring]] &lt;br /&gt;
| 12 || {{%|{{Q|Hoopstone ring|Recreation Power}} }} || {{Q|Hoopstone ring|Recreation Type}} || [[Shooting]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Chess table]] &lt;br /&gt;
| 4 (Max 2)  || {{%|{{Q|Chess table|Recreation Power}} }} || {{Q|Chess table|Recreation Type}} || [[Intellectual]] || [[Construction]] || - || [[Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board]] &lt;br /&gt;
| 2 || {{%|{{Q|Game-of-Ur board|Recreation Power}} }} || {{Q|Game-of-Ur board|Recreation Type}} || [[Intellectual]] || [[Construction]] || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table]] &lt;br /&gt;
| 2 || {{%|{{Q|Billiards table|Recreation Power}} }} || {{Q|Billiards table|Recreation Type}} || [[Shooting]] || [[Construction]] (6) || - || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Poker table]]  &lt;br /&gt;
| 8 (Max 4) || {{%|{{Q|Poker table|Recreation Power}} }} || {{Q|Poker table|Recreation Type}} ||[[Intellectual]] || [[Construction]] (6) || - || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Telescope]]  &lt;br /&gt;
| 1 || {{%|{{Q|Telescope|Recreation Power}} }} || {{Q|Telescope|Recreation Type}} || - || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Tube television]]  &lt;br /&gt;
| 15 || {{%|{{Q|Tube television|Recreation Power}} }} || {{Q|Tube television|Recreation Type}} || – || [[Construction]] (7) || - || [[Research#Industrial_Research_Projects|Tube television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television]]  &lt;br /&gt;
| 30 || {{%|{{Q|Flatscreen television|Recreation Power}} }} || {{Q|Flatscreen television|Recreation Type}} || – || [[Construction]] (8) || - || [[Research#Industrial_Research_Projects|Flatscreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television]]  &lt;br /&gt;
| 42 || {{%|{{Q|Megascreen television|Recreation Power}} }} || {{Q|Megascreen television|Recreation Type}} || - || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harp]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harp|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (3) || - || [[Research#Medieval_Research_Projects|Harp]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harpsichord|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (5) || - || [[Research#Medieval_Research_Projects|Harpsichord]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Piano]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Piano|Recreation Power}} }} || {{Q|Piano|Recreation Type}} || [[Artistic]] || [[Crafting]] (6) || - || [[Research#Industrial_Research_Projects|Piano]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chess tables and poker tables have more interaction spots than can be used simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
Colonists may build [[Snowman|snowmen]] from snow on the ground. Building a snowman is only possible if the following conditions are true:&lt;br /&gt;
* The total depth of snow on the map must be at least 20000%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
Snowmen can only be built in a cell that meets the following conditions:&lt;br /&gt;
* [[Snow]] depth is at least 50%.&lt;br /&gt;
* All adjacent cells (diagonals included) can be stood in.&lt;br /&gt;
* There are no other snowmen within 12 cells.&lt;br /&gt;
Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x [[construction speed]] units of work per tick. Building a snowman does not train [[Skills#Construction|Construction]] skill, but colonists passionate in Construction will still [[Mood#Passion|gain mood]] from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Cheering up a patient ===&lt;br /&gt;
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.&lt;br /&gt;
&lt;br /&gt;
There are three unique properties of this activity:&lt;br /&gt;
* Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.&lt;br /&gt;
* Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Traits#Psychopath|Psychopaths]].&lt;br /&gt;
* Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time.&lt;br /&gt;
&lt;br /&gt;
Patients must satisfy all following conditions to be eligible for a visit:&lt;br /&gt;
* Not on fire.&lt;br /&gt;
* Capable of social interaction.&lt;br /&gt;
* Food need is above 0%, rest need is above 33%.&lt;br /&gt;
* Recreation is below 30%.&lt;br /&gt;
* Not a [[Slavery|slave]]{{IdeologyIcon}}.&lt;br /&gt;
* Should be confined to bed for valid medical reasons, namely at least one of the following:&lt;br /&gt;
:* is downed&lt;br /&gt;
:* would seek medical rest if removed from bed&lt;br /&gt;
:* has an immunizable illness, but has not yet acquired immunity to it&lt;br /&gt;
:* is bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
Going for a walk is only possible if the following conditions are true:&lt;br /&gt;
* Food need is above 29%, rest need is above 33%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.&lt;br /&gt;
&lt;br /&gt;
=== Going swimming {{OdysseyIcon}} ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to go swimming in a random water cell when seeking to gain recreation. Swimming can always be done in indoors water cells, but cannot be done in outdoors water cells unless the following conditions are true:&lt;br /&gt;
* The outdoors temperature is at least 10 degrees Celsius.&lt;br /&gt;
* None of the following conditions are occurring: [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going swimming' move to a water cell, then aimlessly path around the area they started from at half their movement speed, only moving through water cells incapable of inflicting toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Swimming removes heatstroke roughly every 4 seconds, regardless of its severity or the current temperature. It also prevents acquisition of the {{Thought|desc=I'm soaking wet.|label=Soaking wet|value=-3|stack=1}} penalty from exposure to rainy weather or moving in water cells for the next three hours.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.&lt;br /&gt;
* '''Preferred location''': without the [[Royalty DLC]], meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Psyfocus#Meditation|meditation focus]] for the colonist would be.&lt;br /&gt;
* '''Activity label''': with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as &amp;quot;praying&amp;quot; when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.&lt;br /&gt;
&lt;br /&gt;
Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).&lt;br /&gt;
&lt;br /&gt;
Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}}Even though prisoners lack a need for recreation, imprisoned [[Psycasts|psycasters]] will still meditate to maintain their [[psyfocus]] whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, standing in one spot and throwing stones through the ring. Slowly trains Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.&lt;br /&gt;
&lt;br /&gt;
Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned [[Assign#Reading_policies|reading policy]]. Moreover, they may disregard books based on criteria tied to their type:&lt;br /&gt;
* A [[Textbook]] is only up for consideration if reading it would grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).&lt;br /&gt;
* A [[Schematic]], if any of its associated research projects have not been finished.&lt;br /&gt;
* A [[Tome]]{{AnomalyIcon}}, if any of its associated dark research projects are available to study.&lt;br /&gt;
&lt;br /&gt;
Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.&lt;br /&gt;
* Colonists prefer the closest available chair which is not a building interaction spot. If none exist...&lt;br /&gt;
* They will settle for the closest available chair. If none exist...&lt;br /&gt;
* They will settle for a cell they can stand in adjacent to the closest table. If none exist...&lt;br /&gt;
* They will not go anywhere after picking up the book.&lt;br /&gt;
Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's [[Reading Speed]] stat, but if it is done in a room, it is multiplied by the room's [[Reading Bonus]] stat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Novel 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;
! Joy gain&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.25&lt;br /&gt;
| 2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table.  If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s, [[campfire]]s, and {{RoyaltyIcon}}[[harp]]s, [[harpsichord]]s, and [[piano]]s can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise inconvenient locations.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):&lt;br /&gt;
&lt;br /&gt;
* Watching [[Events#Eclipse|eclipse]]&lt;br /&gt;
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse.&lt;br /&gt;
* Watching [[aurora]]&lt;br /&gt;
:* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).&lt;br /&gt;
* Stargazing (light provided by the sun is less than 10%)&lt;br /&gt;
* Cloudwatching (light provided by the sun is 65% or more)&lt;br /&gt;
* Watching sunrise (between midnight and noon)&lt;br /&gt;
* Watching sunset (between noon and midnight)&lt;br /&gt;
&lt;br /&gt;
Skygazing is only possible if the following conditions are true:&lt;br /&gt;
* The colonist can reach a cell that isn't water, marsh, or mud.&lt;br /&gt;
* The weather's rain/snow level should be below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], [[acidic smog]]{{BiotechIcon}}, or [[unnatural darkness]]{{AnomalyIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A telescope can only be used if the following conditions are true:&lt;br /&gt;
* It is in an unroofed cell.&lt;br /&gt;
* Its interaction spot (behind the viewfinder) can be stood in.&lt;br /&gt;
Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Viewing art ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required}}&lt;br /&gt;
The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:&lt;br /&gt;
* It is indoors.&lt;br /&gt;
* It belongs to the colonist's faction, or is not owned by a faction.&lt;br /&gt;
* The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.&lt;br /&gt;
* It is either under a roof, or none of the following are true:&lt;br /&gt;
:* the outdoors temperature is outside the colonist's comfortable temperature range&lt;br /&gt;
:* the current amount of rain/snow is at least 25%&lt;br /&gt;
:* the outdoors climate is hazardous (due to [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}})&lt;br /&gt;
:* the map is exposed to [[Vacuum|vacuum]], and the pawn has less than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.&lt;br /&gt;
&lt;br /&gt;
As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}}&lt;br /&gt;
{{Recode|section=1|reason=Add graph showing relationship of impressiveness to recreation with the room impressiveness labels}}&lt;br /&gt;
Colonists can visit a filled [[grave]] or [[sarcophagus]], standing motionless in an adjacent cell.&lt;br /&gt;
&lt;br /&gt;
Recreation gain can be increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to {{+|0.4x}}, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.&lt;br /&gt;
&lt;br /&gt;
=== Watching television ===&lt;br /&gt;
Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden    colonists can instigate on their own.&lt;br /&gt;
&lt;br /&gt;
Televisions can only be used if powered, and only from very specific positions:&lt;br /&gt;
* Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.&lt;br /&gt;
* Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.&lt;br /&gt;
* Megascreen televisions' usability rectangles are 6x7 in size.&lt;br /&gt;
&lt;br /&gt;
Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.&lt;br /&gt;
&lt;br /&gt;
Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.&lt;br /&gt;
&lt;br /&gt;
=== Playing a musical instrument{{RoyaltyIcon}} ===&lt;br /&gt;
Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.&lt;br /&gt;
* {{+|2}} while a [[harp]] within 12 cells is being played&lt;br /&gt;
* {{+|4}} while a [[harpsichord]] within 16 cells is being played&lt;br /&gt;
* {{+|6}} while a [[piano]] within 20 cells is being played&lt;br /&gt;
&lt;br /&gt;
Very slowly trains Artistic skill.&lt;br /&gt;
&lt;br /&gt;
Although the [[Drum]]{{IdeologyIcon}} is a musical instrument, colonists cannot gain recreation from playing it and will not randomly decide to play it for recreational purposes unless the [[Royalty DLC]] is active. Unlike the other musical instruments, it does not grant mood to nearby non-deaf pawns.&lt;br /&gt;
&lt;br /&gt;
== Other recreation sources ==&lt;br /&gt;
=== Gatherings ===&lt;br /&gt;
Parties (including the pre-ceremony festivities of any marriage ceremony) and concerts{{RoyaltyIcon}} grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).&lt;br /&gt;
&lt;br /&gt;
=== Stationary caravans ===&lt;br /&gt;
Colonists in a stationary [[caravan]] gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duels{{IdeologyIcon}} ===&lt;br /&gt;
When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.&lt;br /&gt;
&lt;br /&gt;
=== Playing with a baby{{BiotechIcon}} ===&lt;br /&gt;
Manipulation-capable colonists assigned to Childcare in the [[Work]] tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:&lt;br /&gt;
* Static play: the colonist remains stationary while playing with the baby.&lt;br /&gt;
* Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.&lt;br /&gt;
* Playing with toys: the colonist remains stationary while playing with the baby. There must be a [[toy box]] within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.&lt;br /&gt;
Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yotppj5bf2sl4sas&amp;topic_postId=yvzqpjwusdeoj1ac&amp;topic_revId=yvzrmxmh6nhilglg&amp;action=single-view</id>
		<title>Topic:Yotppj5bf2sl4sas</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yotppj5bf2sl4sas&amp;topic_postId=yvzqpjwusdeoj1ac&amp;topic_revId=yvzrmxmh6nhilglg&amp;action=single-view"/>
		<updated>2025-07-28T19:04:34Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Hautarche&quot; class=&quot;mw-userlink&quot; title=&quot;User:Hautarche&quot;&gt;&lt;bdi&gt;Hautarche&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Hautarche&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Hautarche&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Hautarche&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Hautarche&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yotppj5bf2sl4sas&amp;amp;topic_showPostId=yvzqpjwusdeoj1ac#flow-post-yvzqpjwusdeoj1ac&quot;&gt;post&lt;/a&gt; on &quot;Recreation details&quot;&lt;/span&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=166581</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=166581"/>
		<updated>2025-07-28T19:01:53Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center | {{Architect Nav}} |}&lt;br /&gt;
----&lt;br /&gt;
{{Rewrite|reason=Desperately in need of cleanup, need overview/comparative analysis of recreation items and strats.}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]], specifically the need to have fun. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in numerous ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]].&lt;br /&gt;
* While in an unmoving caravan.&lt;br /&gt;
* Attending certain gatherings (such as parties, marriage ceremonies, or concerts{{RoyaltyIcon}}).&lt;br /&gt;
* Playing with babies{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.&lt;br /&gt;
&lt;br /&gt;
Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.&lt;br /&gt;
&lt;br /&gt;
== Recreation needs ==&lt;br /&gt;
{{Recode|reason=Time till table - see other pages for examples}}&lt;br /&gt;
=== Recreation thresholds ===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation gain rate ===&lt;br /&gt;
&lt;br /&gt;
The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's [[Recreation#Activities_table|gain rate multiplier]] and the pawn's [[Recreation#Recreation_tolerance|tolerance]] for that recreation type.&lt;br /&gt;
&lt;br /&gt;
=== Recreation tolerance ===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
==== Boredom ====&lt;br /&gt;
&lt;br /&gt;
Colonists become '''bored''' of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.&lt;br /&gt;
&lt;br /&gt;
Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations            || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations                 || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                      || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations                 || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                     || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations                 || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations {{IdeologyIcon}}   || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations {{IdeologyIcon}} || See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation fall rate ===&lt;br /&gt;
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Recreation&amp;lt;br/&amp;gt;Loss(%)/Hour&lt;br /&gt;
! Threshold&lt;br /&gt;
! Thought active  &lt;br /&gt;
! Effect&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% recreation&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% recreation&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan='3' | '''2.5%''' &lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| Recreation fully satisfied &lt;br /&gt;
| {{+|10}} &lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- &lt;br /&gt;
| 70% - 85%&lt;br /&gt;
| Recreation satisfied&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| 30% - 70%&lt;br /&gt;
| ''None''&lt;br /&gt;
| '''0''' &lt;br /&gt;
| {{ticks|2500 * 40/2.5}}&lt;br /&gt;
| {{#expr: 40/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| '''1.75%''' &lt;br /&gt;
| 15% - 30%&lt;br /&gt;
| Recreation unfulfilled&lt;br /&gt;
| {{--|5}} &lt;br /&gt;
| {{ticks|2500 * 8.57 &amp;lt;!--15/1.75--&amp;gt;}}&lt;br /&gt;
| {{#expr: 15/1.75 round 2}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours&lt;br /&gt;
|-&lt;br /&gt;
| '''1%''' &lt;br /&gt;
| 1% - 15%&lt;br /&gt;
| Recreation deprived&lt;br /&gt;
| {{--|10}}&lt;br /&gt;
| {{ticks|2500 * 15/1}}&lt;br /&gt;
| {{#expr: 15/1}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt;)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours&lt;br /&gt;
|- &lt;br /&gt;
| ''N/A''&lt;br /&gt;
| 0%&lt;br /&gt;
| Recreation starved&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt; + 15/1)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's [[Recreation_Fall_Rate|joy fall rate factor]]. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]].&lt;br /&gt;
&lt;br /&gt;
== Activities table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Activity !! Duration&amp;lt;ref name=&amp;quot;DurationExplanation&amp;quot;&amp;gt;Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost if the pawn is interrupted before the maximum duration is reached.&amp;lt;/ref&amp;gt; !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Capable of Construction, Snow || 0.75&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – ||  – || No || Moving, Enjoys Weather || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoys Outdoors || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going swimming {{OdysseyIcon}} || {{Ticks|4000}} || 1 || Solitary relaxation || Solitary || – || – || No || Moving, Enjoys Weather, Body of Water || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{Ticks|1500}} || 1 || Social interaction  || Social || – || – || Yes || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || Yes || Sight || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - ||  1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring|Playing hoopstone ring]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoes pin|Playing horseshoes]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chess table|Playing chess]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board|Playing the game of Ur]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table|Playing billiards]] || {{Ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television|Watching flatscreen television]] || {{Ticks|4000}} || 1.4 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television|Watching megascreen television]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Telescope|Using telescope]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating royally at &amp;lt;br/&amp;gt;[[grand meditation throne|grand]] / [[meditation throne]]  {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|-  &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) per Unit !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings table ==&lt;br /&gt;
Recreation buildings that can be constructed can be found in the Architect - Recreation menu. Those that can be crafted are created at the [[Fueled_smithy|Fueled]] or [[Electric smithy]]. Any other buildings can only be acquired via trade.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Building !! Recreation Spots !! Recreation Power (%) !! Recreation Type !! Improves !! Produced Via !! Required Research&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoe pin]]  &lt;br /&gt;
| 12 || {{%|{{Q|Horseshoes pin|Recreation Power}} }} || {{Q|Horseshoes pin|Recreation Type}} || [[Shooting]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring]] &lt;br /&gt;
| 12 || {{%|{{Q|Hoopstone ring|Recreation Power}} }} || {{Q|Hoopstone ring|Recreation Type}} || [[Shooting]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Chess table]] &lt;br /&gt;
| 4 (Max 2)  || {{%|{{Q|Chess table|Recreation Power}} }} || {{Q|Chess table|Recreation Type}} || [[Intellectual]] || [[Construction]] || [[Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board]] &lt;br /&gt;
| 2 || {{%|{{Q|Game-of-Ur board|Recreation Power}} }} || {{Q|Game-of-Ur board|Recreation Type}} || [[Intellectual]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table]] &lt;br /&gt;
| 2 || {{%|{{Q|Billiards table|Recreation Power}} }} || {{Q|Billiards table|Recreation Type}} || [[Shooting]] || [[Construction]] || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Poker table]]  &lt;br /&gt;
| 8 (Max 4) || {{%|{{Q|Poker table|Recreation Power}} }} || {{Q|Poker table|Recreation Type}} ||[[Intellectual]] || [[Construction]] || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Telescope]]  &lt;br /&gt;
| 1 || {{%|{{Q|Telescope|Recreation Power}} }} || {{Q|Telescope|Recreation Type}} || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Tube television]]  &lt;br /&gt;
| 15 || {{%|{{Q|Tube television|Recreation Power}} }} || {{Q|Tube television|Recreation Type}} || – || [[Construction]] || [[Research#Industrial_Research_Projects|Tube television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television]]  &lt;br /&gt;
| 30 || {{%|{{Q|Flatscreen television|Recreation Power}} }} || {{Q|Flatscreen television|Recreation Type}} || – || [[Construction]] || [[Research#Industrial_Research_Projects|Flatscreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television]]  &lt;br /&gt;
| 42 || {{%|{{Q|Megascreen television|Recreation Power}} }} || {{Q|Megascreen television|Recreation Type}} || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harp]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harp|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] || [[Research#Medieval_Research_Projects|Harp]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harpsichord|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] || [[Research#Medieval_Research_Projects|Harpsichord]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Piano]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Piano|Recreation Power}} }} || {{Q|Piano|Recreation Type}} || [[Artistic]] || [[Crafting]] || [[Research#Industrial_Research_Projects|Piano]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
Colonists may build [[Snowman|snowmen]] from snow on the ground. Building a snowman is only possible if the following conditions are true:&lt;br /&gt;
* The total depth of snow on the map must be at least 20000%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
Snowmen can only be built in a cell that meets the following conditions:&lt;br /&gt;
* [[Snow]] depth is at least 50%.&lt;br /&gt;
* All adjacent cells (diagonals included) can be stood in.&lt;br /&gt;
* There are no other snowmen within 12 cells.&lt;br /&gt;
Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x [[construction speed]] units of work per tick. Building a snowman does not train [[Skills#Construction|Construction]] skill, but colonists passionate in Construction will still [[Mood#Passion|gain mood]] from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Cheering up a patient ===&lt;br /&gt;
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.&lt;br /&gt;
&lt;br /&gt;
There are three unique properties of this activity:&lt;br /&gt;
* Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.&lt;br /&gt;
* Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Traits#Psychopath|Psychopaths]].&lt;br /&gt;
* Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time.&lt;br /&gt;
&lt;br /&gt;
Patients must satisfy all following conditions to be eligible for a visit:&lt;br /&gt;
* Not on fire.&lt;br /&gt;
* Capable of social interaction.&lt;br /&gt;
* Food need is above 0%, rest need is above 33%.&lt;br /&gt;
* Recreation is below 30%.&lt;br /&gt;
* Not a [[Slavery|slave]]{{IdeologyIcon}}.&lt;br /&gt;
* Should be confined to bed for valid medical reasons, namely at least one of the following:&lt;br /&gt;
:* is downed&lt;br /&gt;
:* would seek medical rest if removed from bed&lt;br /&gt;
:* has an immunizable illness, but has not yet acquired immunity to it&lt;br /&gt;
:* is bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
Going for a walk is only possible if the following conditions are true:&lt;br /&gt;
* Food need is above 29%, rest need is above 33%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.&lt;br /&gt;
&lt;br /&gt;
=== Going swimming {{OdysseyIcon}} ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to go swimming in a random water cell when seeking to gain recreation. Swimming can always be done in indoors water cells, but cannot be done in outdoors water cells unless the following conditions are true:&lt;br /&gt;
* The outdoors temperature is at least 10 degrees Celsius.&lt;br /&gt;
* None of the following conditions are occurring: [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going swimming' move to a water cell, then aimlessly path around the area they started from at half their movement speed, only moving through water cells incapable of inflicting toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Swimming removes heatstroke roughly every 4 seconds, regardless of its severity or the current temperature. It also prevents acquisition of the {{Thought|desc=I'm soaking wet.|label=Soaking wet|value=-3|stack=1}} penalty from exposure to rainy weather or moving in water cells for the next three hours.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.&lt;br /&gt;
* '''Preferred location''': without the [[Royalty DLC]], meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Psyfocus#Meditation|meditation focus]] for the colonist would be.&lt;br /&gt;
* '''Activity label''': with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as &amp;quot;praying&amp;quot; when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.&lt;br /&gt;
&lt;br /&gt;
Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).&lt;br /&gt;
&lt;br /&gt;
Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}}Even though prisoners lack a need for recreation, imprisoned [[Psycasts|psycasters]] will still meditate to maintain their [[psyfocus]] whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, standing in one spot and throwing stones through the ring. Slowly trains Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.&lt;br /&gt;
&lt;br /&gt;
Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned [[Assign#Reading_policies|reading policy]]. Moreover, they may disregard books based on criteria tied to their type:&lt;br /&gt;
* A [[Textbook]] is only up for consideration if reading it would grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).&lt;br /&gt;
* A [[Schematic]], if any of its associated research projects have not been finished.&lt;br /&gt;
* A [[Tome]]{{AnomalyIcon}}, if any of its associated dark research projects are available to study.&lt;br /&gt;
&lt;br /&gt;
Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.&lt;br /&gt;
* Colonists prefer the closest available chair which is not a building interaction spot. If none exist...&lt;br /&gt;
* They will settle for the closest available chair. If none exist...&lt;br /&gt;
* They will settle for a cell they can stand in adjacent to the closest table. If none exist...&lt;br /&gt;
* They will not go anywhere after picking up the book.&lt;br /&gt;
Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's [[Reading Speed]] stat, but if it is done in a room, it is multiplied by the room's [[Reading Bonus]] stat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Novel 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;
! Joy gain&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.25&lt;br /&gt;
| 2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table.  If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s, [[campfire]]s, and {{RoyaltyIcon}}[[harp]]s, [[harpsichord]]s, and [[piano]]s can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise inconvenient locations.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):&lt;br /&gt;
&lt;br /&gt;
* Watching [[Events#Eclipse|eclipse]]&lt;br /&gt;
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse.&lt;br /&gt;
* Watching [[aurora]]&lt;br /&gt;
:* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).&lt;br /&gt;
* Stargazing (light provided by the sun is less than 10%)&lt;br /&gt;
* Cloudwatching (light provided by the sun is 65% or more)&lt;br /&gt;
* Watching sunrise (between midnight and noon)&lt;br /&gt;
* Watching sunset (between noon and midnight)&lt;br /&gt;
&lt;br /&gt;
Skygazing is only possible if the following conditions are true:&lt;br /&gt;
* The colonist can reach a cell that isn't water, marsh, or mud.&lt;br /&gt;
* The weather's rain/snow level should be below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], [[acidic smog]]{{BiotechIcon}}, or [[unnatural darkness]]{{AnomalyIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A telescope can only be used if the following conditions are true:&lt;br /&gt;
* It is in an unroofed cell.&lt;br /&gt;
* Its interaction spot (behind the viewfinder) can be stood in.&lt;br /&gt;
Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Viewing art ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required}}&lt;br /&gt;
The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:&lt;br /&gt;
* It is indoors.&lt;br /&gt;
* It belongs to the colonist's faction, or is not owned by a faction.&lt;br /&gt;
* The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.&lt;br /&gt;
* It is either under a roof, or none of the following are true:&lt;br /&gt;
:* the outdoors temperature is outside the colonist's comfortable temperature range&lt;br /&gt;
:* the current amount of rain/snow is at least 25%&lt;br /&gt;
:* the outdoors climate is hazardous (due to [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}})&lt;br /&gt;
:* the map is exposed to [[Vacuum|vacuum]], and the pawn has less than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.&lt;br /&gt;
&lt;br /&gt;
As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}}&lt;br /&gt;
{{Recode|section=1|reason=Add graph showing relationship of impressiveness to recreation with the room impressiveness labels}}&lt;br /&gt;
Colonists can visit a filled [[grave]] or [[sarcophagus]], standing motionless in an adjacent cell.&lt;br /&gt;
&lt;br /&gt;
Recreation gain can be increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to {{+|0.4x}}, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.&lt;br /&gt;
&lt;br /&gt;
=== Watching television ===&lt;br /&gt;
Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden    colonists can instigate on their own.&lt;br /&gt;
&lt;br /&gt;
Televisions can only be used if powered, and only from very specific positions:&lt;br /&gt;
* Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.&lt;br /&gt;
* Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.&lt;br /&gt;
* Megascreen televisions' usability rectangles are 6x7 in size.&lt;br /&gt;
&lt;br /&gt;
Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.&lt;br /&gt;
&lt;br /&gt;
Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.&lt;br /&gt;
&lt;br /&gt;
=== Playing a musical instrument{{RoyaltyIcon}} ===&lt;br /&gt;
Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.&lt;br /&gt;
* {{+|2}} while a [[harp]] within 12 cells is being played&lt;br /&gt;
* {{+|4}} while a [[harpsichord]] within 16 cells is being played&lt;br /&gt;
* {{+|6}} while a [[piano]] within 20 cells is being played&lt;br /&gt;
&lt;br /&gt;
Very slowly trains Artistic skill.&lt;br /&gt;
&lt;br /&gt;
Despite having the appearance and name of a real-life musical instrument, colonists do not consider the [[Drum]]{{IdeologyIcon}} to be a valid musical instrument when attempting to gain recreation.&lt;br /&gt;
&lt;br /&gt;
== Other recreation sources ==&lt;br /&gt;
=== Gatherings ===&lt;br /&gt;
Parties (including the pre-ceremony festivities of any marriage ceremony) and concerts{{RoyaltyIcon}} grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).&lt;br /&gt;
&lt;br /&gt;
=== Stationary caravans ===&lt;br /&gt;
Colonists in a stationary [[caravan]] gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duels{{IdeologyIcon}} ===&lt;br /&gt;
When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.&lt;br /&gt;
&lt;br /&gt;
=== Playing with a baby{{BiotechIcon}} ===&lt;br /&gt;
Manipulation-capable colonists assigned to Childcare in the [[Work]] tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:&lt;br /&gt;
* Static play: the colonist remains stationary while playing with the baby.&lt;br /&gt;
* Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.&lt;br /&gt;
* Playing with toys: the colonist remains stationary while playing with the baby. There must be a [[toy box]] within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.&lt;br /&gt;
Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yotppj5bf2sl4sas&amp;topic_postId=yvzqpjwusdeoj1ac&amp;topic_revId=yvzqpjwusdeoj1ac&amp;action=single-view</id>
		<title>Topic:Yotppj5bf2sl4sas</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yotppj5bf2sl4sas&amp;topic_postId=yvzqpjwusdeoj1ac&amp;topic_revId=yvzqpjwusdeoj1ac&amp;action=single-view"/>
		<updated>2025-07-28T18:47:55Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Hautarche&quot; class=&quot;mw-userlink&quot; title=&quot;User:Hautarche&quot;&gt;&lt;bdi&gt;Hautarche&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Hautarche&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Hautarche&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Hautarche&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Hautarche&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yotppj5bf2sl4sas&amp;amp;topic_showPostId=yvzqpjwusdeoj1ac#flow-post-yvzqpjwusdeoj1ac&quot;&gt;commented&lt;/a&gt; on &quot;Recreation details&quot; (&lt;em&gt;Odyssey added one new recreation activity, going swimming. Checked the JoyGiver, JobDriver, tested it out in dev quicktests. I still have...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=166580</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=166580"/>
		<updated>2025-07-28T18:44:22Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center | {{Architect Nav}} |}&lt;br /&gt;
----&lt;br /&gt;
{{Rewrite|reason=Desperately in need of cleanup, need overview/comparative analysis of recreation items and strats.}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]], specifically the need to have fun. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in numerous ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]].&lt;br /&gt;
* While in an unmoving caravan.&lt;br /&gt;
* Attending certain gatherings (such as parties, marriage ceremonies, or concerts{{RoyaltyIcon}}).&lt;br /&gt;
* Playing with babies{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.&lt;br /&gt;
&lt;br /&gt;
Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.&lt;br /&gt;
&lt;br /&gt;
== Recreation needs ==&lt;br /&gt;
{{Recode|reason=Time till table - see other pages for examples}}&lt;br /&gt;
=== Recreation thresholds ===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation gain rate ===&lt;br /&gt;
&lt;br /&gt;
The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's [[Recreation#Activities_table|gain rate multiplier]] and the pawn's [[Recreation#Recreation_tolerance|tolerance]] for that recreation type.&lt;br /&gt;
&lt;br /&gt;
=== Recreation tolerance ===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
==== Boredom ====&lt;br /&gt;
&lt;br /&gt;
Colonists become '''bored''' of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.&lt;br /&gt;
&lt;br /&gt;
Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations            || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations                 || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                      || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations                 || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                     || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations                 || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations {{IdeologyIcon}}   || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations {{IdeologyIcon}} || See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation fall rate ===&lt;br /&gt;
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Recreation&amp;lt;br/&amp;gt;Loss(%)/Hour&lt;br /&gt;
! Threshold&lt;br /&gt;
! Thought active  &lt;br /&gt;
! Effect&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% recreation&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% recreation&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan='3' | '''2.5%''' &lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| Recreation fully satisfied &lt;br /&gt;
| {{+|10}} &lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- &lt;br /&gt;
| 70% - 85%&lt;br /&gt;
| Recreation satisfied&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| 30% - 70%&lt;br /&gt;
| ''None''&lt;br /&gt;
| '''0''' &lt;br /&gt;
| {{ticks|2500 * 40/2.5}}&lt;br /&gt;
| {{#expr: 40/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| '''1.75%''' &lt;br /&gt;
| 15% - 30%&lt;br /&gt;
| Recreation unfulfilled&lt;br /&gt;
| {{--|5}} &lt;br /&gt;
| {{ticks|2500 * 8.57 &amp;lt;!--15/1.75--&amp;gt;}}&lt;br /&gt;
| {{#expr: 15/1.75 round 2}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours&lt;br /&gt;
|-&lt;br /&gt;
| '''1%''' &lt;br /&gt;
| 1% - 15%&lt;br /&gt;
| Recreation deprived&lt;br /&gt;
| {{--|10}}&lt;br /&gt;
| {{ticks|2500 * 15/1}}&lt;br /&gt;
| {{#expr: 15/1}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt;)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours&lt;br /&gt;
|- &lt;br /&gt;
| ''N/A''&lt;br /&gt;
| 0%&lt;br /&gt;
| Recreation starved&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt; + 15/1)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's [[Recreation_Fall_Rate|joy fall rate factor]]. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]].&lt;br /&gt;
&lt;br /&gt;
== Activities table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Activity !! Duration&amp;lt;ref name=&amp;quot;DurationExplanation&amp;quot;&amp;gt;Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost if the pawn is interrupted before the maximum duration is reached.&amp;lt;/ref&amp;gt; !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Capable of Construction, Snow || 0.75&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – ||  – || No || Moving, Enjoys Weather || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoys Outdoors || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going swimming {{OdysseyIcon}} || {{Ticks|4000}} || 1 || Solitary relaxation || Solitary || – || – || No || Moving, Enjoys Weather, Body of Water || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{Ticks|1500}} || 1 || Social interaction  || Social || – || – || Yes || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || Yes || Sight || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - ||  1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring|Playing hoopstone ring]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoes pin|Playing horseshoes]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chess table|Playing chess]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board|Playing the game of Ur]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table|Playing billiards]] || {{Ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television|Watching flatscreen television]] || {{Ticks|4000}} || 1.4 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television|Watching megascreen television]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Telescope|Using telescope]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating royally at &amp;lt;br/&amp;gt;[[grand meditation throne|grand]] / [[meditation throne]]  {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|-  &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) per Unit !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings table ==&lt;br /&gt;
Recreation buildings that can be constructed can be found in the Architect - Recreation menu. Those that can be crafted are created at the [[Fueled_smithy|Fueled]] or [[Electric smithy]]. Any other buildings can only be acquired via trade.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Building !! Recreation Spots !! Recreation Power (%) !! Recreation Type !! Improves !! Produced Via !! Required Research&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoe pin]]  &lt;br /&gt;
| 12 || {{%|{{Q|Horseshoes pin|Recreation Power}} }} || {{Q|Horseshoes pin|Recreation Type}} || [[Shooting]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring]] &lt;br /&gt;
| 12 || {{%|{{Q|Hoopstone ring|Recreation Power}} }} || {{Q|Hoopstone ring|Recreation Type}} || [[Shooting]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Chess table]] &lt;br /&gt;
| 4 (Max 2)  || {{%|{{Q|Chess table|Recreation Power}} }} || {{Q|Chess table|Recreation Type}} || [[Intellectual]] || [[Construction]] || [[Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board]] &lt;br /&gt;
| 2 || {{%|{{Q|Game-of-Ur board|Recreation Power}} }} || {{Q|Game-of-Ur board|Recreation Type}} || [[Intellectual]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table]] &lt;br /&gt;
| 2 || {{%|{{Q|Billiards table|Recreation Power}} }} || {{Q|Billiards table|Recreation Type}} || [[Shooting]] || [[Construction]] || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Poker table]]  &lt;br /&gt;
| 8 (Max 4) || {{%|{{Q|Poker table|Recreation Power}} }} || {{Q|Poker table|Recreation Type}} ||[[Intellectual]] || [[Construction]] || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Telescope]]  &lt;br /&gt;
| 1 || {{%|{{Q|Telescope|Recreation Power}} }} || {{Q|Telescope|Recreation Type}} || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Tube television]]  &lt;br /&gt;
| 15 || {{%|{{Q|Tube television|Recreation Power}} }} || {{Q|Tube television|Recreation Type}} || – || [[Construction]] || [[Research#Industrial_Research_Projects|Tube television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television]]  &lt;br /&gt;
| 30 || {{%|{{Q|Flatscreen television|Recreation Power}} }} || {{Q|Flatscreen television|Recreation Type}} || – || [[Construction]] || [[Research#Industrial_Research_Projects|Flatscreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television]]  &lt;br /&gt;
| 42 || {{%|{{Q|Megascreen television|Recreation Power}} }} || {{Q|Megascreen television|Recreation Type}} || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harp]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harp|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] || [[Research#Medieval_Research_Projects|Harp]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harpsichord|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] || [[Research#Medieval_Research_Projects|Harpsichord]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Piano]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Piano|Recreation Power}} }} || {{Q|Piano|Recreation Type}} || [[Artistic]] || [[Crafting]] || [[Research#Industrial_Research_Projects|Piano]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
Colonists may build [[Snowman|snowmen]] from snow on the ground. Building a snowman is only possible if the following conditions are true:&lt;br /&gt;
* The total depth of snow on the map must be at least 20000%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
Snowmen can only be built in a cell that meets the following conditions:&lt;br /&gt;
* [[Snow]] depth is at least 50%.&lt;br /&gt;
* All adjacent cells (diagonals included) can be stood in.&lt;br /&gt;
* There are no other snowmen within 12 cells.&lt;br /&gt;
Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x [[construction speed]] units of work per tick. Building a snowman does not train [[Skills#Construction|Construction]] skill, but colonists passionate in Construction will still [[Mood#Passion|gain mood]] from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Cheering up a patient ===&lt;br /&gt;
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.&lt;br /&gt;
&lt;br /&gt;
There are three unique properties of this activity:&lt;br /&gt;
* Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.&lt;br /&gt;
* Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Traits#Psychopath|Psychopaths]].&lt;br /&gt;
* Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time.&lt;br /&gt;
&lt;br /&gt;
Patients must satisfy all following conditions to be eligible for a visit:&lt;br /&gt;
* Not on fire.&lt;br /&gt;
* Capable of social interaction.&lt;br /&gt;
* Food need is above 0%, rest need is above 33%.&lt;br /&gt;
* Recreation is below 30%.&lt;br /&gt;
* Not a [[Slavery|slave]]{{IdeologyIcon}}.&lt;br /&gt;
* Should be confined to bed for valid medical reasons, namely at least one of the following:&lt;br /&gt;
:* is downed&lt;br /&gt;
:* would seek medical rest if removed from bed&lt;br /&gt;
:* has an immunizable illness, but has not yet acquired immunity to it&lt;br /&gt;
:* is bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.&lt;br /&gt;
&lt;br /&gt;
=== Going swimming {{OdysseyIcon}} ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to go swimming in a random water cell when seeking to gain recreation. Swimming can always be done in indoors water cells, but cannot be done in outdoors water cells unless the following conditions are true:&lt;br /&gt;
* The outdoors temperature is at least 10 degrees Celsius.&lt;br /&gt;
* None of the following conditions are occurring: [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going swimming' move to a water cell, then aimlessly path around the area they started from at half their movement speed, only moving through water cells incapable of inflicting toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Swimming removes heatstroke roughly every 4 seconds, regardless of its severity or the current temperature. It also prevents acquisition of the {{Thought|desc=I'm soaking wet.|label=Soaking wet|value=-3|stack=1}} penalty from exposure to rainy weather or moving in water cells for the next three hours.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.&lt;br /&gt;
* '''Preferred location''': without the [[Royalty DLC]], meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Psyfocus#Meditation|meditation focus]] for the colonist would be.&lt;br /&gt;
* '''Activity label''': with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as &amp;quot;praying&amp;quot; when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.&lt;br /&gt;
&lt;br /&gt;
Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).&lt;br /&gt;
&lt;br /&gt;
Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}}Even though prisoners lack a need for recreation, imprisoned [[Psycasts|psycasters]] will still meditate to maintain their [[psyfocus]] whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, standing in one spot and throwing stones through the ring. Slowly trains Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.&lt;br /&gt;
&lt;br /&gt;
Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned [[Assign#Reading_policies|reading policy]]. Moreover, they may disregard books based on criteria tied to their type:&lt;br /&gt;
* A [[Textbook]] is only up for consideration if reading it would grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).&lt;br /&gt;
* A [[Schematic]], if any of its associated research projects have not been finished.&lt;br /&gt;
* A [[Tome]]{{AnomalyIcon}}, if any of its associated dark research projects are available to study.&lt;br /&gt;
&lt;br /&gt;
Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.&lt;br /&gt;
* Colonists prefer the closest available chair which is not a building interaction spot. If none exist...&lt;br /&gt;
* They will settle for the closest available chair. If none exist...&lt;br /&gt;
* They will settle for a cell they can stand in adjacent to the closest table. If none exist...&lt;br /&gt;
* They will not go anywhere after picking up the book.&lt;br /&gt;
Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's [[Reading Speed]] stat, but if it is done in a room, it is multiplied by the room's [[Reading Bonus]] stat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Novel 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;
! Joy gain&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.25&lt;br /&gt;
| 2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table.  If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s, [[campfire]]s, and {{RoyaltyIcon}}[[harp]]s, [[harpsichord]]s, and [[piano]]s can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise inconvenient locations.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):&lt;br /&gt;
&lt;br /&gt;
* Watching [[Events#Eclipse|eclipse]]&lt;br /&gt;
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse.&lt;br /&gt;
* Watching [[aurora]]&lt;br /&gt;
:* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).&lt;br /&gt;
* Stargazing (light provided by the sun is less than 10%)&lt;br /&gt;
* Cloudwatching (light provided by the sun is 65% or more)&lt;br /&gt;
* Watching sunrise (between midnight and noon)&lt;br /&gt;
* Watching sunset (between noon and midnight)&lt;br /&gt;
&lt;br /&gt;
Skygazing is only possible if the following conditions are true:&lt;br /&gt;
* The colonist can reach a cell that isn't water, marsh, or mud.&lt;br /&gt;
* The weather's rain/snow level should be below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], [[acidic smog]]{{BiotechIcon}}, or [[unnatural darkness]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A telescope can only be used if the following conditions are true:&lt;br /&gt;
* It is in an unroofed cell.&lt;br /&gt;
* Its interaction spot (behind the viewfinder) can be stood in.&lt;br /&gt;
Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Viewing art ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required}}&lt;br /&gt;
The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:&lt;br /&gt;
* It is indoors.&lt;br /&gt;
* It belongs to the colonist's faction, or is not owned by a faction.&lt;br /&gt;
* The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.&lt;br /&gt;
* It is either under a roof, or none of the following are true:&lt;br /&gt;
:* the outdoors temperature is outside the colonist's comfortable temperature range&lt;br /&gt;
:* the current amount of rain/snow is at least 25%&lt;br /&gt;
:* the outdoors climate is hazardous (due to [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}})&lt;br /&gt;
&lt;br /&gt;
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.&lt;br /&gt;
&lt;br /&gt;
As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}}&lt;br /&gt;
{{Recode|section=1|reason=Add graph showing relationship of impressiveness to recreation with the room impressiveness labels}}&lt;br /&gt;
Colonists can visit a filled [[grave]] or [[sarcophagus]], standing motionless in an adjacent cell.&lt;br /&gt;
&lt;br /&gt;
Recreation gain can be increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to {{+|0.4x}}, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.&lt;br /&gt;
&lt;br /&gt;
=== Watching television ===&lt;br /&gt;
Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden    colonists can instigate on their own.&lt;br /&gt;
&lt;br /&gt;
Televisions can only be used if powered, and only from very specific positions:&lt;br /&gt;
* Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.&lt;br /&gt;
* Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.&lt;br /&gt;
* Megascreen televisions' usability rectangles are 6x7 in size.&lt;br /&gt;
&lt;br /&gt;
Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.&lt;br /&gt;
&lt;br /&gt;
Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.&lt;br /&gt;
&lt;br /&gt;
=== Playing a musical instrument{{RoyaltyIcon}} ===&lt;br /&gt;
Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.&lt;br /&gt;
* {{+|2}} while a [[harp]] within 12 cells is being played&lt;br /&gt;
* {{+|4}} while a [[harpsichord]] within 16 cells is being played&lt;br /&gt;
* {{+|6}} while a [[piano]] within 20 cells is being played&lt;br /&gt;
&lt;br /&gt;
Very slowly trains Artistic skill.&lt;br /&gt;
&lt;br /&gt;
Despite having the appearance and name of a real-life musical instrument, colonists do not consider the [[Drum]]{{IdeologyIcon}} to be a valid musical instrument when attempting to gain recreation.&lt;br /&gt;
&lt;br /&gt;
== Other recreation sources ==&lt;br /&gt;
=== Gatherings ===&lt;br /&gt;
Parties (including the pre-ceremony festivities of any marriage ceremony) and concerts{{RoyaltyIcon}} grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).&lt;br /&gt;
&lt;br /&gt;
=== Stationary caravans ===&lt;br /&gt;
Colonists in a stationary [[caravan]] gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duels{{IdeologyIcon}} ===&lt;br /&gt;
When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.&lt;br /&gt;
&lt;br /&gt;
=== Playing with a baby{{BiotechIcon}} ===&lt;br /&gt;
Manipulation-capable colonists assigned to Childcare in the [[Work]] tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:&lt;br /&gt;
* Static play: the colonist remains stationary while playing with the baby.&lt;br /&gt;
* Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.&lt;br /&gt;
* Playing with toys: the colonist remains stationary while playing with the baby. There must be a [[toy box]] within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.&lt;br /&gt;
Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yvzejzqu3f5og2mc&amp;topic_postId=yvzejzqu3j3qo6kk&amp;topic_revId=yvzejzqu3j3qo6kk&amp;action=single-view</id>
		<title>Topic:Yvzejzqu3f5og2mc</title>
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		<updated>2025-07-28T15:09:40Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Hautarche&quot; class=&quot;mw-userlink&quot; title=&quot;User:Hautarche&quot;&gt;&lt;bdi&gt;Hautarche&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Hautarche&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Hautarche&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Hautarche&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Hautarche&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yvzejzqu3f5og2mc&amp;amp;topic_showPostId=yvzejzqu3j3qo6kk#flow-post-yvzejzqu3j3qo6kk&quot;&gt;commented&lt;/a&gt; on &quot;Tortured Artist doesn&amp;#039;t trigger from some mental breaks&quot; (&lt;em&gt;The inspiration-granting effect of Tortured Artist only triggers on MentalState.RecoverFromState(), which therefore means it can only tri...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=166532</id>
		<title>Traits</title>
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		<updated>2025-07-28T14:23:45Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Skills */&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;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|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. [[Reproduction#Babies|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;
* [[Reproduction#Babies|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;
| -&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 [[social|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}} [[Skills#Cooking|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 [[Rooms#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 [[Rooms#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, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Minimal]] 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;
| [[#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 [[Rooms#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 [[Rooms#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 [[Rooms#Impressiveness|most 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]], [[smoke launcher]], [[EMP launcher]], [[molotov cocktails]], {{RoyaltyIcon}}[[plasmasword]], {{BiotechIcon}}[[toxbomb launcher]], [[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], or [[incinerator]].&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]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{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;{{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}} [[Skills#Melee|Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Skills#Shooting|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 [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&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 [[Mental_break#Run_wild|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|psychic insanity lances]], [[Psycasts|psycasts]] {{RoyaltyIcon}}, [[Genes|genes]] {{BiotechIcon}}, or even randomly-induced mental breaks from other traits. [[Golden_cube#Cube_sculptures|Cube sculpting]] {{AnomalyIcon}} is the sole exception 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;!--&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]], 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}} [[Social|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}} [[Social|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;
|- 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;
|- 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&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;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait or Industrious&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;
| '''+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;
| '''+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;
| '''-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;
| '''-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;
| [[Skills#Medicine|Medicine 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&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 [[Mental_break#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. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=160943</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=160943"/>
		<updated>2025-04-20T01:22:17Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: Recreation is not a stat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center | {{Architect Nav}} |}&lt;br /&gt;
----&lt;br /&gt;
{{Rewrite|reason=Desperately in need of cleanup, need overview/comparative analysis of recreation items and strats.}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]], specifically the need to have fun. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in numerous ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]].&lt;br /&gt;
* While in an unmoving caravan.&lt;br /&gt;
* Attending certain gatherings (such as parties, marriage ceremonies, or concerts{{RoyaltyIcon}}).&lt;br /&gt;
* Playing with babies{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.&lt;br /&gt;
&lt;br /&gt;
Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.&lt;br /&gt;
&lt;br /&gt;
== Recreation needs ==&lt;br /&gt;
{{Recode|reason=Time till table - see other pages for examples}}&lt;br /&gt;
=== Recreation thresholds ===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation gain rate ===&lt;br /&gt;
&lt;br /&gt;
The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's [[Recreation#Activities_table|gain rate multiplier]] and the pawn's [[Recreation#Recreation_tolerance|tolerance]] for that recreation type.&lt;br /&gt;
&lt;br /&gt;
=== Recreation tolerance ===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
==== Boredom ====&lt;br /&gt;
&lt;br /&gt;
Colonists become '''bored''' of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.&lt;br /&gt;
&lt;br /&gt;
Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations            || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations                 || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                      || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations                 || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                     || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations                 || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations {{IdeologyIcon}}   || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations {{IdeologyIcon}} || See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation fall rate ===&lt;br /&gt;
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Recreation&amp;lt;br/&amp;gt;Loss(%)/Hour&lt;br /&gt;
! Threshold&lt;br /&gt;
! Thought active  &lt;br /&gt;
! Effect&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% recreation&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% recreation&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan='3' | '''2.5%''' &lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| Recreation fully satisfied &lt;br /&gt;
| {{+|10}} &lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- &lt;br /&gt;
| 70% - 85%&lt;br /&gt;
| Recreation satisfied&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| 30% - 70%&lt;br /&gt;
| ''None''&lt;br /&gt;
| '''0''' &lt;br /&gt;
| {{ticks|2500 * 40/2.5}}&lt;br /&gt;
| {{#expr: 40/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| '''1.75%''' &lt;br /&gt;
| 15% - 30%&lt;br /&gt;
| Recreation unfulfilled&lt;br /&gt;
| {{--|5}} &lt;br /&gt;
| {{ticks|2500 * 8.57 &amp;lt;!--15/1.75--&amp;gt;}}&lt;br /&gt;
| {{#expr: 15/1.75 round 2}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours&lt;br /&gt;
|-&lt;br /&gt;
| '''1%''' &lt;br /&gt;
| 1% - 15%&lt;br /&gt;
| Recreation deprived&lt;br /&gt;
| {{--|10}}&lt;br /&gt;
| {{ticks|2500 * 15/1}}&lt;br /&gt;
| {{#expr: 15/1}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt;)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours&lt;br /&gt;
|- &lt;br /&gt;
| ''N/A''&lt;br /&gt;
| 0%&lt;br /&gt;
| Recreation starved&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt; + 15/1)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's [[Recreation_Fall_Rate|joy fall rate factor]]. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]].&lt;br /&gt;
&lt;br /&gt;
== Activities table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Activity !! Duration&amp;lt;ref name=&amp;quot;DurationExplanation&amp;quot;&amp;gt;Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost for assigning the pawn to do something else before the maximum duration is reached.&amp;lt;/ref&amp;gt; !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Assigned Construction, Snow || 0.75&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – ||  – || No || Moving, Enjoys Weather || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoy Outdoors || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{Ticks|1500}} || 1 || Social interaction  || Social || – || – || Yes || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || Yes || Sight || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - ||  1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring|Playing hoopstone ring]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Sight, Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoes pin|Playing horseshoes]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chess table|Playing chess]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board|Playing the game of Ur]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table|Playing billiards]] || {{Ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television|Watching flatscreen television]] || {{Ticks|4000}} || 1.4 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television|Watching megascreen television]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Telescope|Using telescope]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating royally at &amp;lt;br/&amp;gt;[[grand meditation throne|grand]] / [[meditation throne]]  {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|-  &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) per Unit !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings table ==&lt;br /&gt;
Recreation buildings that can be constructed can be found in the Architect - Recreation menu. Those that can be crafted are created at the [[Fueled_smithy|Fueled]] or [[Electric smithy]]. Any other buildings can only be acquired via trade.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Building !! Recreation Spots !! Recreation Power (%) !! Recreation Type !! Improves !! Produced Via !! Required Research&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoe pin]]  &lt;br /&gt;
| 12 || {{%|{{Q|Horseshoes pin|Recreation Power}} }} || {{Q|Horseshoes pin|Recreation Type}} || [[Shooting]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring]] &lt;br /&gt;
| 12 || {{%|{{Q|Hoopstone ring|Recreation Power}} }} || {{Q|Hoopstone ring|Recreation Type}} || [[Shooting]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Chess table]] &lt;br /&gt;
| 4 (Max 2)  || {{%|{{Q|Chess table|Recreation Power}} }} || {{Q|Chess table|Recreation Type}} || [[Intellectual]] || [[Construction]] || [[Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board]] &lt;br /&gt;
| 2 || {{%|{{Q|Game-of-Ur board|Recreation Power}} }} || {{Q|Game-of-Ur board|Recreation Type}} || [[Intellectual]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table]] &lt;br /&gt;
| 2 || {{%|{{Q|Billiards table|Recreation Power}} }} || {{Q|Billiards table|Recreation Type}} || [[Shooting]] || [[Construction]] || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Poker table]]  &lt;br /&gt;
| 8 (Max 4) || {{%|{{Q|Poker table|Recreation Power}} }} || {{Q|Poker table|Recreation Type}} ||[[Intellectual]] || [[Construction]] || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Telescope]]  &lt;br /&gt;
| 1 || {{%|{{Q|Telescope|Recreation Power}} }} || {{Q|Telescope|Recreation Type}} || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Tube television]]  &lt;br /&gt;
| 15 || {{%|{{Q|Tube television|Recreation Power}} }} || {{Q|Tube television|Recreation Type}} || – || [[Construction]] || [[Research#Industrial_Research_Projects|Tube television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television]]  &lt;br /&gt;
| 30 || {{%|{{Q|Flatscreen television|Recreation Power}} }} || {{Q|Flatscreen television|Recreation Type}} || – || [[Construction]] || [[Research#Industrial_Research_Projects|Flatscreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television]]  &lt;br /&gt;
| 42 || {{%|{{Q|Megascreen television|Recreation Power}} }} || {{Q|Megascreen television|Recreation Type}} || – || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harp]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harp|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] || [[Research#Medieval_Research_Projects|Harp]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harpsichord|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] || [[Research#Medieval_Research_Projects|Harpsichord]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Piano]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Piano|Recreation Power}} }} || {{Q|Piano|Recreation Type}} || [[Artistic]] || [[Crafting]] || [[Research#Industrial_Research_Projects|Piano]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
Colonists may build [[Snowman|snowmen]] from snow on the ground. Building a snowman is only possible if the following conditions are true:&lt;br /&gt;
* The total depth of snow on the map must be at least 20000%.&lt;br /&gt;
* The weather's rain/snow level should be below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
Snowmen can only be built in a cell that meets the following conditions:&lt;br /&gt;
* [[Snow]] depth is at least 50%.&lt;br /&gt;
* All adjacent cells (diagonals included) can be stood in.&lt;br /&gt;
* There are no other snowmen within 12 cells.&lt;br /&gt;
Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x [[construction speed]] units of work per tick. Building a snowman does not train [[Skills#Construction|Construction]] skill, but colonists passionate in Construction will still [[Mood#Passion|gain mood]] from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Cheering up a patient ===&lt;br /&gt;
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.&lt;br /&gt;
&lt;br /&gt;
There are three unique properties of this activity:&lt;br /&gt;
* Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.&lt;br /&gt;
* Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Traits#Psychopath|Psychopaths]].&lt;br /&gt;
* Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time.&lt;br /&gt;
&lt;br /&gt;
Patients must satisfy all following conditions to be eligible for a visit:&lt;br /&gt;
* Not on fire.&lt;br /&gt;
* Capable of social interaction.&lt;br /&gt;
* Food need is above 0%, rest need is above 33%.&lt;br /&gt;
* Recreation is below 30%.&lt;br /&gt;
* Not a [[Slavery|slave]]{{IdeologyIcon}}.&lt;br /&gt;
* Should be confined to bed for valid medical reasons, namely at least one of the following:&lt;br /&gt;
:* is downed&lt;br /&gt;
:* would seek medical rest if removed from bed&lt;br /&gt;
:* has an immunizable illness, but has not yet acquired immunity to it&lt;br /&gt;
:* is bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.&lt;br /&gt;
* '''Preferred location''': without the [[Royalty DLC]], meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Psyfocus#Meditation|meditation focus]] for the colonist would be.&lt;br /&gt;
* '''Activity label''': with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as &amp;quot;praying&amp;quot; when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.&lt;br /&gt;
&lt;br /&gt;
Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).&lt;br /&gt;
&lt;br /&gt;
Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}}Even though prisoners lack a need for recreation, imprisoned [[Psycasts|psycasters]] will still meditate to maintain their [[psyfocus]] whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, standing in one spot and throwing stones through the ring. Slowly trains Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.&lt;br /&gt;
&lt;br /&gt;
Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned [[Assign#Reading_policies|reading policy]]. Moreover, they may disregard books based on criteria tied to their type:&lt;br /&gt;
* A [[Textbook]] is only up for consideration if reading it would grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).&lt;br /&gt;
* A [[Schematic]], if any of its associated research projects have not been finished.&lt;br /&gt;
* A [[Tome]]{{AnomalyIcon}}, if any of its associated dark research projects are available to study.&lt;br /&gt;
&lt;br /&gt;
Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.&lt;br /&gt;
* Colonists prefer the closest available chair which is not a building interaction spot. If none exist...&lt;br /&gt;
* They will settle for the closest available chair. If none exist...&lt;br /&gt;
* They will settle for a cell they can stand in adjacent to the closest table. If none exist...&lt;br /&gt;
* They will not go anywhere after picking up the book.&lt;br /&gt;
Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's [[Reading Speed]] stat, but if it is done in a room, it is multiplied by the room's [[Reading Bonus]] stat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Novel 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;
! Joy gain&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.25&lt;br /&gt;
| 2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table.  If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s, [[campfire]]s, and {{RoyaltyIcon}}[[harp]]s, [[harpsichord]]s, and [[piano]]s can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise inconvenient locations.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):&lt;br /&gt;
&lt;br /&gt;
* Watching [[Events#Eclipse|eclipse]]&lt;br /&gt;
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse.&lt;br /&gt;
* Watching [[aurora]]&lt;br /&gt;
:* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).&lt;br /&gt;
* Stargazing (light provided by the sun is less than 10%)&lt;br /&gt;
* Cloudwatching (light provided by the sun is 65% or more)&lt;br /&gt;
* Watching sunrise (between midnight and noon)&lt;br /&gt;
* Watching sunset (between noon and midnight)&lt;br /&gt;
&lt;br /&gt;
Skygazing is only possible if the following conditions are true:&lt;br /&gt;
* The colonist can reach a cell that isn't water, marsh, or mud.&lt;br /&gt;
* The weather's rain/snow level should be below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], [[acidic smog]]{{BiotechIcon}}, or [[unnatural darkness]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A telescope can only be used if the following conditions are true:&lt;br /&gt;
* It is in an unroofed cell.&lt;br /&gt;
* Its interaction spot (behind the viewfinder) can be stood in.&lt;br /&gt;
Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Viewing art ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required}}&lt;br /&gt;
The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:&lt;br /&gt;
* It is indoors.&lt;br /&gt;
* It belongs to the colonist's faction, or is not owned by a faction.&lt;br /&gt;
* The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.&lt;br /&gt;
* It is either under a roof, or none of the following are true:&lt;br /&gt;
:* the outdoors temperature is outside the colonist's comfortable temperature range&lt;br /&gt;
:* the current amount of rain/snow is at least 25%&lt;br /&gt;
:* the outdoors climate is hazardous (due to [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or [[Pollution#Acidic_smog|acidic smog]]{{BiotechIcon}})&lt;br /&gt;
&lt;br /&gt;
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.&lt;br /&gt;
&lt;br /&gt;
As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}}&lt;br /&gt;
{{Recode|section=1|reason=Add graph showing relationship of impressiveness to recreation with the room impressiveness labels}}&lt;br /&gt;
Colonists can visit a filled [[grave]] or [[sarcophagus]], standing motionless in an adjacent cell.&lt;br /&gt;
&lt;br /&gt;
Recreation gain can be increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to {{+|0.4x}}, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.&lt;br /&gt;
&lt;br /&gt;
=== Watching television ===&lt;br /&gt;
Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden    colonists can instigate on their own.&lt;br /&gt;
&lt;br /&gt;
Televisions can only be used if powered, and only from very specific positions:&lt;br /&gt;
* Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.&lt;br /&gt;
* Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.&lt;br /&gt;
* Megascreen televisions' usability rectangles are 6x7 in size.&lt;br /&gt;
&lt;br /&gt;
Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.&lt;br /&gt;
&lt;br /&gt;
Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.&lt;br /&gt;
&lt;br /&gt;
=== Playing a musical instrument{{RoyaltyIcon}} ===&lt;br /&gt;
Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.&lt;br /&gt;
* {{+|2}} while a [[harp]] within 12 cells is being played&lt;br /&gt;
* {{+|4}} while a [[harpsichord]] within 16 cells is being played&lt;br /&gt;
* {{+|6}} while a [[piano]] within 20 cells is being played&lt;br /&gt;
&lt;br /&gt;
Very slowly trains Artistic skill.&lt;br /&gt;
&lt;br /&gt;
Despite having the appearance and name of a real-life musical instrument, colonists do not consider the [[Drum]]{{IdeologyIcon}} to be a valid musical instrument when attempting to gain recreation.&lt;br /&gt;
&lt;br /&gt;
== Other recreation sources ==&lt;br /&gt;
=== Gatherings ===&lt;br /&gt;
Parties (including the pre-ceremony festivities of any marriage ceremony) and concerts{{RoyaltyIcon}} grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).&lt;br /&gt;
&lt;br /&gt;
=== Stationary caravans ===&lt;br /&gt;
Colonists in a stationary [[caravan]] gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duels{{IdeologyIcon}} ===&lt;br /&gt;
When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.&lt;br /&gt;
&lt;br /&gt;
=== Playing with a baby{{BiotechIcon}} ===&lt;br /&gt;
Manipulation-capable colonists assigned to Childcare in the [[Work]] tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:&lt;br /&gt;
* Static play: the colonist remains stationary while playing with the baby.&lt;br /&gt;
* Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.&lt;br /&gt;
* Playing with toys: the colonist remains stationary while playing with the baby. There must be a [[toy box]] within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.&lt;br /&gt;
Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apparel&amp;diff=160937</id>
		<title>Apparel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apparel&amp;diff=160937"/>
		<updated>2025-04-19T05:45:19Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Nudity */ Just checked; pawns do not have negative opinions of naked people without Ideology.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:apparel_preview.png|140px|right]]|40px}}'''Apparel''' is worn by your colonists to protect them from extreme temperatures or from [[Damage|damage]] in combat.&lt;br /&gt;
See a pawn's Gear tab to see what apparel they are wearing.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Clothing vs Armor ==&lt;br /&gt;
There are two main types of apparel, [[clothing]] and [[armor]]. Both clothing and armor use the same basic mechanics and the distinction is largely arbitrary beyond its use in sorting items. They can be mixed and matched, as far as [[Apparel layers]] allow.&lt;br /&gt;
&lt;br /&gt;
Clothing usually:&lt;br /&gt;
* is made from light materials (fabrics and leathers);&lt;br /&gt;
* offers good insulation from extreme temperatures;&lt;br /&gt;
* offers lower protection from damage (with the right materials, clothing can be a worthwhile &amp;quot;light&amp;quot; armor).&lt;br /&gt;
&lt;br /&gt;
Armor usually:&lt;br /&gt;
* is made from solid materials (metal);&lt;br /&gt;
* offers less insulation from extreme temperatures;&lt;br /&gt;
* offers good protection from damage;&lt;br /&gt;
* gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor).&lt;br /&gt;
[[File:Apparel examples.png|350px|thumb|center|Examples of different apparel, including both [[clothing]] and [[armor]]]]&amp;lt;!-- This image relates to this intro section; any larger and this image will block text until below TOC --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Layers and coverage ==&lt;br /&gt;
{{:Apparel layers}}&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a [[Melee]] strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark particle effect. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Sharp|Sharp]]&lt;br /&gt;
| Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause [[Bleeding]]. Even the lightest clothing material seems to offer some protection against sharp damage.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like fist and [[club]] attacks, rock falls, explosions, and strikes with ranged weapons at melee range. This protection is generally limited, and blunt weapons will generally have to deal with less armor than an equivalent tier sharp weapon.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against fire damage from natural fires and fire weapons such as [[molotov cocktail]]s, as well as [[lightning|lightning strikes]]. Heat damage seems to never have armor penetration. Not to be mistaken with Heat Insulation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
=== Calculation ===&lt;br /&gt;
Each pawn [[body part]] has its own '''armor rating''', which is affected by every '''layer''' of worn apparel covering that body part. &lt;br /&gt;
Incoming attack damage is first applied to the outermost layer of apparel at a body part and proceeds sequentially through all layers of apparel before finally damaging the pawn. Damage passes through a layer completely if no armor is found there. Note that some attacks can damage multiple body parts at once.&lt;br /&gt;
&lt;br /&gt;
So if a pawn wearing only a [[duster]], [[flak vest]], and [[tribalwear]] were struck in the torso, the final damage to the torso would be calculated thus:&lt;br /&gt;
# First, the armor effects of the outermost apparel layer (in this example, the duster) are applied to the total damage of the attack.&lt;br /&gt;
# If there is residual attack damage, then the effects of the next layer (the flak vest on the middle layer) are applied to the attack damage.&lt;br /&gt;
# If there is still residual damage, the armor of the next layer, the tribalwear, is applied.&lt;br /&gt;
# If no layers of apparel remain, any residual damage is applied to the skin of the body part.&lt;br /&gt;
&lt;br /&gt;
If this same pawn were hit in the arm, the only armor effects would come from their duster, as neither the vest nor tribalwear cover the arm. If they were struck in the head, then the damage would be directly applied to the head, as they aren't wearing anything that covers their head.&lt;br /&gt;
&lt;br /&gt;
Some items occupy multiple apparel layers, such as [[Marine armor]] which occupies both the middle and outer layer. In such cases, damage is only calculated against the item one time, leaving the other occupied layer(s) technically unarmored. A strike to the torso would be calculated against the marine armor only once, with residual damage passing to the next apparel item. Armor that occupies multiple layers typically has much higher armor values and armor penetration resistance, though, to more than make up for the loss of an apparel layer.&lt;br /&gt;
&lt;br /&gt;
''See the [[#Analysis|Analysis]] section below for details.''&lt;br /&gt;
&lt;br /&gt;
In-game, Armor rating is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the &amp;quot;effective armor rating&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
'''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating.&lt;br /&gt;
#The effective armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.&lt;br /&gt;
&lt;br /&gt;
==== Sharp damage ====&lt;br /&gt;
If the damage is Sharp and any layer halves the damage, then any remaining damage to the pawn will be changed to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite the common misconception, the armor effect of layers below will still be calculated against the ''sharp armor rating'' of those layers, '''not''' against the blunt armor rating. For example,  if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack converting, it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage.&lt;br /&gt;
&lt;br /&gt;
==== Flame damage ====&lt;br /&gt;
Heat armor works to prevent [[Damage Types#Flame|Flame]] damage from injuring the pawn using the same process as any other armor and damage type, but any Flame damage that actually deals damage to the pawn has a chance to set the pawn on [[fire]]. This ignition chance is the same regardless of the damage dealt to the pawn, so long as some damage is actually dealt. Thus if the Heat Armor does not outright negate the damage, it otherwise does nothing to prevent the pawn from being ignited. &lt;br /&gt;
&lt;br /&gt;
While [[Damage Types#Burn|Burn]] damage is otherwise identical to Flame damage, including its interaction with heat armor, it cannot ignite pawns.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The formula for the average residual damage for an ''effective'' armor value ''A'' is: max(100%-A, 0%) + (min(A, 100%) - A/2)/2&lt;br /&gt;
&lt;br /&gt;
Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage that has 0% AP; this currently works only on heat damage, as all other kinds of damage have armor penetration.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per item of apparel, from the item occupying the outermost layer in. Armor mitigation does stack multiplicatively, e.g. two pieces of armor layered on top of each other can each mitigate the damage by 50%, reducing it to 25% of the base damage. Each layer also has an independent chance to entirely negate the damage, using the above calculation steps.&lt;br /&gt;
&lt;br /&gt;
Armor Penetration is applied identically to each layer.  This means that, while multiple layers of armor each have more chances to mitigate the damage, layering apparel with low armor values may do little or nothing against projectiles with high armor penetration, while a single layer of high armor value may be able to mitigate it. For example a pawn with both a [[devilstrand]] [[Button-down shirt|shirt]] with sharp armor of 28% and a [[toughskin gland]] with sharp armor 35% would always receive full damage from a [[charge rifle]], as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
Because most damage in combat is sharp, unless you are planning to fight a specific threat with blunt or heat damage, it's better to focus on sharp armor alone. Counterintuitively, the most protection from sharp damage in the game is not provided by legendary [[cataphract armor]], but by legendary thrumbofur [[duster]] and [[flak vest]] under it. But the cataphract armor gives better protection for the limbs&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, takes damage from several factors. It takes 1 HP of damage for every 4 points of damage dealt to the wearer, provided the damage is applied to that layer and location. Thus, if an attack hits a pawn's torso and is stopped by apparel on the Outer layer, such as a [[Duster]], the duster will receive damage, but a torso-covering item on Middle layer, such as a [[Flak vest]] will receive no damage. If the duster were to halve the damage instead, then the flak vest would receive half of the durability damage, while the duster would receive full damage.&lt;br /&gt;
&lt;br /&gt;
The damage to the item is the same regardless of whether it deflects all the damage, half the damage, or no damage, just so long as the attack is calculated against that item.  The durability damage is calculated off of the raw damage as it reaches that layer, before that layer's mitigation is applied. Therefore, as [[quality]] does not affect an item's HP, high-quality armor lasts about as long as low-quality armor in combat, but will better protect lower layers from damage.&lt;br /&gt;
&lt;br /&gt;
Apparel also takes damage when the pawn wearing it is on fire.  Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel.&lt;br /&gt;
&lt;br /&gt;
All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day).  This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way. This damage is not modified by the [[Quality#General|deterioration rate factor]] applied by [[quality]] - worn clothing is damaged at the same average rate regardless of quality.&lt;br /&gt;
&lt;br /&gt;
Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage.&lt;br /&gt;
&lt;br /&gt;
=== Damaged apparel ===&lt;br /&gt;
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 24em&amp;quot;&lt;br /&gt;
! HP !! Thought !! Debuff&lt;br /&gt;
|-&lt;br /&gt;
| 20% - 50% || &amp;quot;Wearing worn-out apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
|-&lt;br /&gt;
| below 20% || &amp;quot;Wearing tattered apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Durability does not affect stats such as protection and insulation.&lt;br /&gt;
&lt;br /&gt;
== Insulation ==&lt;br /&gt;
[[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]]&lt;br /&gt;
Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures.  By default a naked human has a very narrow acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}, so you'll need to wear apparel to survive in the harsh environment of a rimworld.&lt;br /&gt;
&lt;br /&gt;
=== Insulation from a single piece of apparel ===&lt;br /&gt;
Apparel can offer &amp;quot;'''Insulation - Cold'''&amp;quot;, which protects from extremely cold temperatures, and &amp;quot;'''Insulation - Heat'''&amp;quot; which protects from extremely hot temperatures.&lt;br /&gt;
The amount of insulation a piece of apparel offers is equal to:&lt;br /&gt;
&lt;br /&gt;
  Insulation = Material insulation * Apparel insulation_factor * Quality multiplier&lt;br /&gt;
&lt;br /&gt;
* '''Material insulation''': the material used to create an article of apparel has a large impact on how much insulation a piece of apparel offers.  For example, [[muffalo wool]] offers {{Temperature|{{Q|Muffalo wool|Insulation - Cold Factor}}||delta}} of insulation from cold, while [[birdskin]] only offers {{Temperature|{{Q|Birdskin|Insulation - Cold Factor}}||delta}}. See [[textile]]s for a full comparison of clothing options.&lt;br /&gt;
* '''Apparel insulation factor''': each type of apparel has an insulation factor associated with it. For example, [[parka]]s have an insulation factor - cold of {{Q|Parka|Insulation Factor - Cold}}, so a normal muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}}}||delta}} of insulation from cold. See [[clothing]] for a full comparison.&lt;br /&gt;
* '''Quality multiplier''': the [[quality]] of an item influences its insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}*1.8}}||delta}} of insulation from cold. See [[quality]] for a full comparison.&lt;br /&gt;
&lt;br /&gt;
=== Total insulation for a pawn ===&lt;br /&gt;
[[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]]&lt;br /&gt;
The total insulation for a pawn is the sum of the insulation from each piece of apparel.  A pawn's minimum comfortable temperature is reduced by their total '''Insulation - Cold''', while their maximum comfortable temperature is increased by their '''Insulation - Heat'''.&lt;br /&gt;
&lt;br /&gt;
For example, consider a pawn wearing a legendary [[muffalo wool]] [[parka]] and a poor quality [[cloth]] [[button-down shirt]].  By default, humans have an acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:&lt;br /&gt;
&lt;br /&gt;
'''Computing insulation from clothing'''&lt;br /&gt;
  '''Parka cold insulation''' = muffalo wool cold insulation * parka cold insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Cold}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Parka heat insulation''' = muffalo wool heat insulation * parka heat insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Heat}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt cold insulation''' = cloth cold insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Cold}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt heat insulation''' = cloth heat insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Heat}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
'''Adding to base insulation'''&lt;br /&gt;
  '''Minimum acceptable temperature''' = default minimum acceptable temperature - parka cold insulation - shirt cold insulation&lt;br /&gt;
  = 16 - {{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}} - {{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 16 - ({{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8) - ({{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Maximum acceptable temperature''' = default maximum acceptable temperature + parka heat insulation + shirt heat insulation&lt;br /&gt;
  = 26 + {{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}} + {{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 26 + ({{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8) + ({{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
So the new comfortable range is: '''-89°C to 27.6°C'''&lt;br /&gt;
&lt;br /&gt;
== Flammability ==&lt;br /&gt;
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.&lt;br /&gt;
&lt;br /&gt;
It has no effect on the chance of a pawn to catch fire while wearing the item.&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nudity ==&lt;br /&gt;
In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered.  &lt;br /&gt;
Most colonists will receive a {{--|6}} mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing.&lt;br /&gt;
&lt;br /&gt;
For Nudists the opposite is true - they receive a {{+|20}} mood bonus while naked and a {{--|3}} mood penalty while wearing any clothes other than [[sash]]es, [[heavy bandolier]]s, and headgear. They have no negative or positive social opinions about nudity.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology (DLC)]] installed and active, mood for being naked and opinion of others who are naked depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts. Nudists are completely unaffected by ideoligion clothing standards, both for mood and for social opinions of others being nude. They do however get the {{+|1}} mood bonus for ideoligion preferred apparel, but unless that apparel is nudist acceptable they will still lose the {{+|20}} mood bonus and gain the {{--|3}} mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Special values ==&lt;br /&gt;
Clothing can have very specific secondary values. The more common ones are:&lt;br /&gt;
* Negative movement Speed. This is mostly seen with armor&lt;br /&gt;
* Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor&lt;br /&gt;
* Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage&lt;br /&gt;
&lt;br /&gt;
== Tainted apparel ==&lt;br /&gt;
Apparel that is worn by a human as they die becomes tainted. The clothing must be worn, not merely carried, to become tainted. All tainted items have names suffixed with single letter ''T''. [[Utility]] items never become tainted. &lt;br /&gt;
&lt;br /&gt;
Most pawns wearing tainted apparel gain a persistent [[mood]] debuff as long as they're wearing it that scales with the number of items worn - colonists with [[Bloodlust]] trait or [[Inhuman]] meme{{IdeologyIcon}}{{AnomalyIcon}} are unaffected by tainted clothing. Tainted clothes also have their [[market value]] decreased by 90%. [[Trade]]rs and [[faction base]]s do not buy tainted apparel nor accept them as gifts, but tainted clothing may be sent to them via [[transport pod]] for [[goodwill]] at their reduced market value. &lt;br /&gt;
&lt;br /&gt;
The apparel that is worn by a pawn as they are resurrected by a [[resurrector mech serum]] become untainted. There is no other way to untaint apparel.&lt;br /&gt;
&lt;br /&gt;
While tainted apparel does give a mood debuff, [[#Insulation|insulation]], [[#Protection|protection]], and [[#Nudity|nudity]] concerns may take precedence over the comparatively minor penalty. &lt;br /&gt;
&lt;br /&gt;
If truly unwanted, tainted apparel can be [[#Disposal|disposed of]] via a variety of means - one easy way is to create an outdoor stockpile for tainted apparel where they will deteriorate over time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 14em&amp;quot;&lt;br /&gt;
! Num. Items !! Debuff&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 2 &lt;br /&gt;
| {{--|8}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 3 &lt;br /&gt;
| {{--|11}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 4+ &lt;br /&gt;
| {{--|14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Disposal ==&lt;br /&gt;
Apparel can also be destroyed via a &amp;quot;Burn apparel&amp;quot; bill at a [[crematorium]] or a [[campfire]] or destroyed at an electric smelter. Apparel containing [[metallic]] resources can instead be smelted at an [[electric smelter]], for a return of 25% of the metallic resources used to create them. Note that things such as [[component]]s will similarly be reduced to their base metals. In either case care must be taken in selecting the allowed items to destroyed. &lt;br /&gt;
&lt;br /&gt;
A ''burn pit'' provides a quick way to dispose of large quantities of burnable apparel. Place a [[stockpile zone]] on non-flammable [[terrain]] or [[floor]]ing, designate the zone for all apparel you wish to dispose of - suggested settings are tainted and non-smeltable apparel only, remove the automatically created [[home zone]] around the stockpile to prevent colonists extinguishing the fire, and manually attack the pile with an incendiary weapon such as a [[Molotov cocktail]]. [[Fire]] will spread from item to item and the unwanted apparel will be destroyed with minimal colonist work.&lt;br /&gt;
&lt;br /&gt;
Another alternative is to simply dump all unwanted apparel onto water or marsh tiles, which will rapidly speed up its [[deterioration]] rate.&lt;br /&gt;
&lt;br /&gt;
Finally, unwanted apparel can be sold or gifted for [[goodwill]] if [[#Tainted apparel|untainted]]. If disposing of apparel because it becomes worn, disposal at 60% HP will retain significantly more market value than waiting for 50% and the first worn moodlet to apply. Any item, including tainted items, can be sent as gifts via [[transport pod]]s to [[faction base]]s. For the majority of items, the reduction in market value from tainting makes this not worth the resources to make and launch the transport pod. For items with high base values, like hyperweave clothes occasionally found on raiders, it can still be worthwhile.&lt;br /&gt;
&lt;br /&gt;
== Outfit selection ==&lt;br /&gt;
{{Stub|section=1|reason=General and also how the automatic apparel selection works}}&lt;br /&gt;
Colonists can be instructed to automatically equip specific items from a list selected in the [[Assign#Apparel policies|Assign menu]]. The will choose items based on their insulation, armor values and possibly other factors. Colonists will automatically equip apparel suitable for the season or temperature. The full details of how this selection mechanic works is currently unknown.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
A number of Materials is available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.&lt;br /&gt;
&lt;br /&gt;
=== Armor materials ===&lt;br /&gt;
These materials are primarily used for armor. It includes any metal and in rare cases, even wood. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.)&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Stuff Category::Metallic]] OR [[Stuff Category::Woody]]&lt;br /&gt;
| ?Stuff Category&lt;br /&gt;
| ?Market Value Base = Market Value&lt;br /&gt;
| ?Beauty Factor&lt;br /&gt;
| ?Beauty Offset&lt;br /&gt;
| ?Work To Make Factor&lt;br /&gt;
| ?Max Hit Points Factor&lt;br /&gt;
| ?Flammability Factor&lt;br /&gt;
| ?Armor - Sharp Factor&lt;br /&gt;
| ?Armor - Blunt Factor&lt;br /&gt;
| ?Armor - Heat Factor&lt;br /&gt;
| ?Insulation - Cold Factor = Insulation - Cold (&amp;amp;deg;C)&lt;br /&gt;
| ?Insulation - Heat Factor = Insulation - Heat (&amp;amp;deg;C)&lt;br /&gt;
| limit = 100&lt;br /&gt;
| link = subject&lt;br /&gt;
| mainlabel = Material&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Clothing materials ===&lt;br /&gt;
See [[Textiles#Material Effects]].&lt;br /&gt;
&lt;br /&gt;
== Common combinations ==&lt;br /&gt;
{{Rewrite|section=1|reason=Currently a C&amp;amp;P from clothing. Needs adaption to all apparel, general analysis, suggested combos need some TLC. Whole section needs TLC}}&lt;br /&gt;
Apparel combinations are limited by layer and coverage, and this selective incompatibility leads to trends in combinations that are discussed and compared here.&lt;br /&gt;
&lt;br /&gt;
=== Skin Layer ===&lt;br /&gt;
In the early game, this layer is dominated by two options: [[tribalwear]] or [[button-down shirt]] + [[pants]].  The [[t-shirt]] is an inferior (and negligibly cheaper) version of the button-down shirt and should be avoided.&lt;br /&gt;
&lt;br /&gt;
[[Tribalwear]] offers the best thermal insulation and is cheaper.  [[Button-down shirt]] + [[pants]] has the same armor values but also covers the shoulders, arms, and neck.  When made of the weakest textiles like [[cloth]], the armor is so low that enemy weapons' AP completely nullifies it, making the coverage irrelevant, so you might as well use the cheaper tribalwear.  But as you acquire stronger textiles, the armor coverage becomes more valuable, and insulation becomes more plentiful as you give everyone a full set of clothing, so the button-down combo becomes the better choice usually early to mid game.  Note that, if you're using [[duster]]s/[[cape]]s/[[jacket]]s—which have higher armor values—then your strongest textiles are best spent on upgrading the outerwear first.  (For example, a [[thrumbofur]] duster and [[plainleather]] shirt+pants protects better than a plainleather duster and thrumbofur shirt+pants.)&lt;br /&gt;
&lt;br /&gt;
[[Flak pants]] are available mid-game; they give 40% sharp protection, about the same as [[hyperweave]] and [[thrumbofur]] pants, but are cheaper and easier to source (note again that you should spend those textiles on dusters first—hyperweave dusters give 60% sharp protection to legs)—at the cost of -0.12 move speed.  Whether this is worthwhile depends on your combat style.  Flak pants also occupy the Middle layer for legs, making them incompatible with power armor, and therefore not used in the late game.&lt;br /&gt;
&lt;br /&gt;
The [[formal shirt]]{{RoyaltyIcon}} will replace the button-down for [[noble]]s{{RoyaltyIcon}} of a certain rank, but provides no benefit to other pawns. The rare [[eltex shirt]]{{RoyaltyIcon}} is useful for [[psycast]]ers{{RoyaltyIcon}} but provides little protection.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} have three options: [[kid tribalwear]], [[kid shirt]] + [[kid pants]], and [[kid romper]].  All have the same armor values; kid tribalwear provides the best insulation and the least armor coverage, kid romper is the opposite, and shirt+pants is in between; material costs are 30, 40, 30 respectively.  So it's a similar tradeoff as for adults, but children's needs are somewhat different.  First, heat insulation is more difficult for children because there is (currently) no kid duster or jacket, although there is a [[kid parka]].  Second, players will usually keep children out of combat situations to the extent possible (though unusual events and social fights do happen), so the armor values on their clothing will matter much more rarely than for adults.  Thus, the case for tribalwear is stronger in children's clothing, especially in hot climates.&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The middle layer is primarily the realm of Armor, with the [[Eltex vest]] {{RoyaltyIcon}} and [[Corset]]/[[Formal vest]] {{RoyaltyIcon}} being the only Clothing items that use it. What option is selected here will depend on the stage of the game and military strategies employed.&lt;br /&gt;
&lt;br /&gt;
=== Head Layer ===&lt;br /&gt;
This layer can mostly be divided into three categories: hats (textile), masks (wood/metal), and helmets.&lt;br /&gt;
&lt;br /&gt;
Among textile-based hats, the [[hood]] gives the best social impact of +20%, as well as 0.2x armor.  The [[broadwrap]]{{IdeologyIcon}} offers the highest armor value among textile hats (0.25x, tied with [[headwrap]]{{IdeologyIcon}}), and also gives the widest coverage of all headwear, protecting even the neck and shoulders.&lt;br /&gt;
&lt;br /&gt;
The [[visage mask]]{{IdeologyIcon}} has generally higher armor values than textile hats (although [[devilstrand]] or [[hyperweave]] broadwrap beats it in sharp protection).  The [[war mask]] is a more expensive version of a wooden visage mask, but also gives +10% pain shock threshold.&lt;br /&gt;
&lt;br /&gt;
Helmets have the highest armor values; even the most basic [[steel]] [[simple helmet]] is stronger than [[plasteel]] visage masks, and is comparable to hyperweave broadwrap; though they don't cover the eyes, nose, or jaw.  Power armor helmets do cover the full head, and, once you have the tech and the resources, the [[marine helmet]]—or [[cataphract helmet]]{{RoyaltyIcon}}, if you can get it—is the best.  (Broadwrap still provides wider coverage than power helmets—to the neck and shoulders—but that can be addressed with a [[flak vest]] or other armor.)  The prestige versions of the power helmets are useful for psycasters.&lt;br /&gt;
&lt;br /&gt;
Temperature-wise, the [[tuque]], its equivalent [[flophat]]{{IdeologyIcon}}, and its [[leather]]-based equivalent [[tailcap]]{{IdeologyIcon}} protect best against cold, while the [[cowboy hat]] and [[shadecone]]{{IdeologyIcon}} protect best against heat.  The cowboy hat is better than the shadecone for colonists, though since it decreases slave suppression you might give slaves the shadecone.&lt;br /&gt;
&lt;br /&gt;
For pawns that require noble apparel, the prestige power helmets give the best armor, while if you want a social impact bonus you may need to use the [[top hat]]/[[ladies hat]], or the [[coronet]] for royal pawns.&lt;br /&gt;
&lt;br /&gt;
There's a variety of special-purpose hats, most of which provide little to no armor (and all of which are weaker than [[recon helmet]]s).  [[Eltex]]{{RoyaltyIcon}} hats boost psychic abilities, [[psychic foil helmet]]s reduce them, the [[gunlink]]{{RoyaltyIcon}} increases shooting, there are several mech-bandwidth-enhancing hats, etc.  Whether the special abilities are worth the armor reduction depends on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
The Outer layer is primarily for armor and additional clothing layers. They can be combined with shirts, [[flak pants]], and [[flak vest]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Parka]] is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values. &lt;br /&gt;
&lt;br /&gt;
The [[Duster]] is a cowboy attire. Aside from good heat insulation, it also offers decent protection. The [[Cape]] is the Noble apparel statistical equal of the duster.&lt;br /&gt;
&lt;br /&gt;
The [[Jacket]] is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.&lt;br /&gt;
&lt;br /&gt;
For slaves, the slave body strap occupies this slot, unless the biome is extremely cold or hot, due to it increasing the slaves suppression, while providing nearly no protection.&lt;br /&gt;
&lt;br /&gt;
=== Suggested apparel progression ===&lt;br /&gt;
What constitutes the &amp;quot;correct&amp;quot; apparel for pawns depends on a variety of factors including game-stage, [[biome]] both for available [[materials]] and [[temperature]] concerns, [[difficulty]], strategies employed, the presence or absence of [[DLC]] and even what a player considers acceptable risk. &lt;br /&gt;
The suggested loadouts presented below represent a rough timeline suitable for [[Biomes#Warm Biomes|comfortable biomes]] and moderate difficulty, and with some common sense modifications will fit most playstyles.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Early''':&lt;br /&gt;
The [[synthread]] apparel you start with should suffice for the early game. Start hunting and begin crafting [[button-down shirt]]s and [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Mid''':&lt;br /&gt;
The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without significantly compromising the movement speed of a pawn.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Late''':&lt;br /&gt;
The best combo for the late game is a pair of pants and a button down shirt on the bottom layer,  a [[marine armor]] set for ranged pawns, or a set of [[recon armor]] with a [[shield belt]] for melee pawns. For [[Royalty]] {{RoyaltyIcon}} owners, [[cataphract armor]] is recommended for ranged fighters, and a set of [[locust armor]] and a shield belt is suggested for melee brawlers because of the installed [[jump pack]] that frees up an utility slot for the shield belt.&lt;br /&gt;
&lt;br /&gt;
For pawns with 2 arm replacements, flak vest with devilstrand duster is generally better than marine armor. With hyperweave or thrumbofur dusters, it's better than cataphract armor. This assumes that they all have the same quality level.&lt;br /&gt;
&lt;br /&gt;
'''Royal Fighter {{RoyaltyIcon}}''':&lt;br /&gt;
Royal pawns that are also fighters should wear the [[prestige armor|prestige]] versions of the Industrial - Late combo.&lt;br /&gt;
&lt;br /&gt;
'''Royal Psycaster {{RoyaltyIcon}}''':&lt;br /&gt;
Pawns that are [[title|nobles]] and have fighting as a secondary priority, equip the pawn with full eltex gear. The recommended combo is: an [[eltex skullcap]], an [[eltex robe]], an [[eltex vest]], and an [[eltex shirt]]. This is full eltex set is hard to acquire, so they can use the Royal Fighter combo or just the normal clothing requirements for the title, such as the prestige robe and formal vest.&lt;br /&gt;
&lt;br /&gt;
== Comparison tables ==&lt;br /&gt;
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers. &lt;br /&gt;
&lt;br /&gt;
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[flak pants]] and the [[flak vest]] which both occupy the middle layer do not cover the same body parts, and thus can be worn together.&lt;br /&gt;
&lt;br /&gt;
The hands and feet, across all layers, are NOT covered by any apparel present in base game.&lt;br /&gt;
&lt;br /&gt;
Since some armor covers multiple layers, they are present in multiple tables as well.&lt;br /&gt;
&lt;br /&gt;
=== Headgear ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Headgear}}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Eyes}}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Skin}}&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Middle}}&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Outer}}&lt;br /&gt;
&lt;br /&gt;
=== Internal ===&lt;br /&gt;
{{Apparel Table | type=Body Parts | layer=Internal}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel [[mood|thought]] added.&lt;br /&gt;
* Beta 19 or earlier - Traders will no longer accept tainted apparel.&lt;br /&gt;
* Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
*  Beta 19/1.0 - Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns &amp;quot;upgrading&amp;quot; to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pawns now try a lot harder to avoid wearing tattered apparel.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=EMP_launcher&amp;diff=160926</id>
		<title>EMP launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=EMP_launcher&amp;diff=160926"/>
		<updated>2025-04-15T23:41:14Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting XIV. Pyromaniac Weapon Note did not capitalize EMP correctly but whatever.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = EMP launcher&lt;br /&gt;
| image = EMPLauncher.png&lt;br /&gt;
| description = A wide-barreled EMP shell launcher. The shell will upon impact release a burst of electromagnetic energy, stunning mechanical targets (mechanoids, turrets, mortars) and depleting shields in the area of effect.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 50&lt;br /&gt;
| damage type = EMP&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| range = 23.9&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 210&lt;br /&gt;
| cooldown = 210&lt;br /&gt;
| velocity = 40	&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 1.1&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Microelectronics&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 8&lt;br /&gt;
| marketvalue = 505&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| work to make = 30000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, GrenadeEMP&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''EMP launcher''' is a ranged [[weapon]] that fires EMP bolts that explode on impact, creating a small [[EMP]] pulse that downs shields, and stuns [[mechanoid]]s, [[mortar]]s and [[turret]]s.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
EMP launchers can also be [[trade|purchased]] from orbital pirate merchants and orbital combat suppliers or [[outlander]] [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{For|a full exploration of the effects of EMP damage|EMP}}&lt;br /&gt;
&lt;br /&gt;
EMP launchers have a decent range of 23.9, but a very long warmup/coolown cycle. For players, it is the 2nd slowest non-consumable weapon, tied with the [[smoke launcher|other]] [[incendiary launcher|launchers]] and only faster than the [[pila]]. It also has a forced miss radius, meaning colonist health or shooting skill doesn't matter, and [[careful shooter]] is purely a detriment.&lt;br /&gt;
&lt;br /&gt;
EMP damage does not deal physical damage. Instead, it stuns [[turret]]s, [[mechanoid]]s, and [[mortar]]s; more damage means a longer stun time. A normal [[quality]] EMP launcher deals 50 EMP damage, for a stun of 25 seconds. After being stunned, mechanoids become &amp;quot;Adapted&amp;quot; and gain immunity against further stuns for {{Ticks|2200}}. Immunity is applied on stun, and the duration is not extended by stunning an already adapted mechanoid. EMP also disables [[shield belt]]s, causes [[brain shock]] on humanoids with brain implants, and vomiting on those with certain stomach implants.&lt;br /&gt;
&lt;br /&gt;
Launchers are fired like any other ranged weapon, so won't fire over walls. A circular zone will generate to indicate line of fire, then another 3x3 indicator with a circular center will become the aiming spot. Unless a wall is in the way, the blast will be within 1 tile of the intended target.&lt;br /&gt;
&lt;br /&gt;
Unlike [[EMP grenades]], the launcher has [[quality]], which affects stun time.&lt;br /&gt;
&lt;br /&gt;
Oddly, {{Pyromaniac Weapon Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis  ==&lt;br /&gt;
EMP weapons in general are always useful for taking out [[mechanoid]]s and other defense structures. The small blast radius is a detriment; because it's smaller than the miss radius, it cannot reliably hit a specific tile or target. The launcher also has a very large warmup/cooldown, making it less useful on mobile targets like [[scyther]]s.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to EMP grenades ===&lt;br /&gt;
{{See also|EMP grenades}}&lt;br /&gt;
The key difference between EMP grenades and launchers is the effect of quality. Unlike grenades, launchers are affected by [[quality]]; Masterwork and Legendary launchers see an increase in damage (i.e. stun duration). Legendary launchers will stun for long enough that EMP adaptation ends before the stun, making it technically possible to 100% stun lock them. In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, unless you have multiple colonists with legendary launchers.&lt;br /&gt;
&lt;br /&gt;
The increased range seems like a major benefit, but is less practical than it seems. Most mechanoids (''all'' mechanoids without the [[Biotech DLC]]{{BiotechIcon}}) will outrange the launcher. Range may be useful depending on the terrain and cover layout, and also helps when shutting down [[low shield pack]]s{{RoyaltyIcon}} or [[mech low-shield|mechanoid shields]]{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, EMP grenades are fired much faster, giving combat flexibility and making it easier to aim at mobile targets. The larger blast radius means that they can hit more targets, and are simply more accurate, able to always hit a specific tile.&lt;br /&gt;
&lt;br /&gt;
Overall, excellent or lower EMP launchers see a lot less practical use than EMP grenades, relegated to tasks where range is very helpful (against certain Biotech mechanoids, when there's cover, or fighting against low-shield packs). Even legendary launchers are niche, due to the decreased blast radius.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source !! Damage !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime&lt;br /&gt;
|-&lt;br /&gt;
| Awful EMP launcher                            || 45   || {{Ticks|{{#expr: 30*45 }} }}   || {{Ticks|{{#expr: 2200-(30*45)}} }}   || {{%| (30*45) / ((30*45)+(2200-(30*45))) round 4}}&lt;br /&gt;
|-&lt;br /&gt;
| EMP Grenades, Poor/Norm/Good/Exc EMP launcher || 50   || {{Ticks|{{#expr: 30*50 }} }}   || {{Ticks|{{#expr: 2200-(30*50)}} }}   || {{%| (30*50) / ((30*50)+(2200-(30*50))) round 4}}&lt;br /&gt;
|-&lt;br /&gt;
| Masterwork EMP launcher                       || 62.5 || {{Ticks|{{#expr: 30*62.5 }} }} || {{Ticks|{{#expr: 2200-(30*62.5)}} }} || {{%| (30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 4}}&lt;br /&gt;
|-&lt;br /&gt;
| Legendary EMP launcher                        || 75   || {{Ticks|{{#expr: 30*75 }} }}   || {{Ticks|0}} (''{{Ticks|{{#expr: 2200-(30*75)}} }}'') || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:EMP Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smoke_launcher&amp;diff=160925</id>
		<title>Smoke launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smoke_launcher&amp;diff=160925"/>
		<updated>2025-04-15T23:39:58Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting XIII.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Smoke launcher&lt;br /&gt;
| image = SmokeLauncher.png&lt;br /&gt;
| description = A wide-barreled smoke shell launcher. The shell will upon impact release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 0&lt;br /&gt;
| damage type = Smoke&lt;br /&gt;
| range = 23.9&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 210&lt;br /&gt;
| cooldown = 210&lt;br /&gt;
| velocity = 40	&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 2.4&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Gunsmithing&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| marketvalue = 380&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| work to make = 30000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| has quality = false&lt;br /&gt;
| weaponTags = GrenadeSmoke&lt;br /&gt;
| thingSetMakerTags = &lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''smoke launcher''' fires smoke bombs that explode on impact, covering a small area with [[smoke]] equal to a 5x5 square without corners, regardless of item quality.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Smoke launchers can also be [[trade|purchased]] from [[outlander]] and orbital combat suppliers or outlander [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=new gas mechanics. }}&lt;br /&gt;
Smoke launchers create [[blind smoke]]. &lt;br /&gt;
&lt;br /&gt;
Blind smoke reduces accuracy of any [[ranged weapons|regular projectile]], player or enemy, multiplying ranged accuracy by {{Bad|x70%}}. For more detail on how this penalty is applied relative to other factors, see [[Weapons#Accuracy|Weapons]]. Since most explosives have a [[Forced Miss Radius]], they are mostly unaffected by the gas. The smoke does not have to cover either the shooter or the target; any smoke in the way will cause the accuracy reduction. In addition, [[turrets]], player and enemy alike, cannot target through pawns that have one or more tiles of smoke between them and the turret.&lt;br /&gt;
&lt;br /&gt;
{{Pyromaniac Weapon Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Smoke launchers are useful when fighting turrets, since the smoke can totally prevent them from locking on. (Note: turrets already locked on before smoke is deployed may still fire) Since the smoke blocks line-of-sight, you don't need to directly blanket the turret with smoke - as long as there is smoke between you and the turret, the turret will not lock on. By inching closer with a smoke launcher, you can approach safely. Continuously firing smoke at a turret can keep it blinded indefinitely - allowing others to safely destroy it or handle other threats. This is far easier to do with a smoke launcher than a [[smokepop pack]] due to the latters limited number of charges. &lt;br /&gt;
&lt;br /&gt;
Smoke is also useful in preparing for a melee rush. By reducing the accuracy of ranged weapons, your melee fighters will find it safer to charge in, without making your melee pawns give up a [[shield belt]] or better armor as with the [[jump pack]]{{RoyaltyIcon}} or [[locust armor]].{{RoyaltyIcon}} Once you've closed with an enemy, the smoke grenadier can either continue to put down smoke, retreat, or engage using the weapon and any [[body part weapons]] in melee. For ranged combat, smoke launchers can be used to reduce accuracy of High DPH pawns such as [[Charge lance]]s &amp;amp; [[Sniper rifle]]s or to lessen the pressure when being assaulted by projectiles from multiple ranged units like [[Gorehulk]]s.{{AnomalyIcon}} Blind Smoke can also be combined with [[Tox gas]]{{BiotechIcon}} to reduce accuracy further on certain pawns.&amp;lt;br&amp;gt;&lt;br /&gt;
Smoke launchers deal no damage to pawns or structures, even on direct hits. Therefore, they are a purely support weapon. As accuracy is not important for smoke to function, smoke launchers are useful for pawns with a low shooting skill. These pawns would otherwise contribute little to gunfights. Like with other launchers, pawns with the [[trigger-happy]] trait can fire it much faster with essentially no downsides due to the forced miss radius in general. smoke launchers will synergize well with any weapon that has a forced miss radius as hits can be dealt without accuracy reducing it.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Because it does no damage but trains shooting skill, you can use this to train low shooting skills by shooting colonists, animals, prisoners, etc.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Smoke launchers no longer have qualities.&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=160924</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=160924"/>
		<updated>2025-04-15T23:39:25Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Living space */ missing link to plasmasword.&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;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|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. [[Reproduction#Babies|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;
* [[Reproduction#Babies|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;
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{| {{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;
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&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;
| -&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 [[social|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}} [[Skills#Cooking|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 [[Rooms#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 [[Rooms#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, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Minimal]] 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;
| [[#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 [[Rooms#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 [[Rooms#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 [[Rooms#Impressiveness|most 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]], [[smoke launcher]], [[EMP launcher]], [[molotov cocktails]], {{RoyaltyIcon}}[[plasmasword]], {{BiotechIcon}}[[toxbomb launcher]], [[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], or [[incinerator]].&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]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{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;{{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}} [[Skills#Melee|Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Skills#Shooting|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 [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&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]] ends. Cannot be triggered by mental breaks caused by any reason other than mood e.g. [[psychic insanity lance]]s, psycasts {{RoyaltyIcon}}, genes {{BiotechIcon}}, [[Void terror]]{{AnomalyIcon}}, or even randomly induced mental breaks from other traits.&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;
| 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;!--&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]], 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}} [[Social|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}} [[Social|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;
|- 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;
|- 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&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;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait or Industrious&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.&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;
| '''+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;
| '''+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;
| '''-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;
| '''-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;
| [[Skills#Medicine|Medicine 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&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.&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 [[Mental_break#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. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxbomb_launcher&amp;diff=160923</id>
		<title>Toxbomb launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxbomb_launcher&amp;diff=160923"/>
		<updated>2025-04-15T23:38:55Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting XII.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Details on toxic creation. Analysis for general use and usage notes, outside of comparisons to grenades}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Toxbomb launcher&lt;br /&gt;
| image = ToxbombLauncher.png&lt;br /&gt;
| description = A self-loading low-pressure canister launcher loaded with tox bombs. Upon impact, the tox bombs will stick to the ground and release tox gas for several seconds Tox gas burns the lungs and eyes, causing a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup which can be lethal.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = &lt;br /&gt;
| marketvalue = &lt;br /&gt;
| class = &lt;br /&gt;
| damage = 0&lt;br /&gt;
| damage type = Tox gas&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| range = 23.9&lt;br /&gt;
| accuracyTouch = &lt;br /&gt;
| accuracyShort = &lt;br /&gt;
| accuracyMedium = &lt;br /&gt;
| accuracyLong = &lt;br /&gt;
| accuracyAvg = &lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 210&lt;br /&gt;
| cooldown = 270&lt;br /&gt;
| burst = &lt;br /&gt;
| burstTicks = &lt;br /&gt;
| velocity = 40&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 1.9&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Component &lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| research = Tox gas&lt;br /&gt;
| work to make = 30000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| stoppingPower = &lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1ap = 13.5&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2ap = 13.5&lt;br /&gt;
| meleeattack2type = Blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3ap = 13.5&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = HeavyTox&lt;br /&gt;
}}&lt;br /&gt;
The '''toxbomb launcher''' is a ranged [[weapon]] 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;
[[File:Tox launcher blast.png|thumb|left|325px|AOE of a single toxbomb shot. Shots land within the yellow area. Blue area is the expected gas explosion outside. Actual gas distribution can vary, especially in cramped areas.]]&lt;br /&gt;
Creates [[tox gas]]. [[Quality]] seems to have little or no impact to the amount gas created.&lt;br /&gt;
&lt;br /&gt;
{{Pyromaniac Weapon Note}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Tox grenade launcher comparison.png|thumb|left|300px|Gas created when tox weapons are fired constantly outside. &amp;lt;br&amp;gt;Left: [[Tox grenades]]. Right: Toxbomb launcher (normal)]]&lt;br /&gt;
Compared to [[tox grenades]], toxbomb launchers deploy tox gas faster, as the launcher has higher shot velocity and detonates instantly on impact. They also have greater range. However, tox grenades create more gas over time, due to its faster overall firerate. This makes the launcher relatively better as a in-field support weapon, and grenades for your gas-related kill tunnels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Incinerator&amp;diff=160922</id>
		<title>Incinerator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Incinerator&amp;diff=160922"/>
		<updated>2025-04-15T23:36:57Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting XI.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Incinerator&lt;br /&gt;
| image = Incinerator.png&lt;br /&gt;
| description = A heavy weapon that can spray a stream of flame into an area. It can shoot in an arc over allies without harming them. The flame burns off rapidly, so it will only ignite the most flammable targets.&amp;lt;br/&amp;gt;While the main flamethrower can be used without limit, the weapon also comes equipped with a bioferrite-powered mega-burner unit which generates a massive blast of flame from a pressurized bioferrite charge. The mega-burner unit must be refueled after each use.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class =&lt;br /&gt;
| damage = 10&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| damage type = Flame&lt;br /&gt;
| range = 15.9&lt;br /&gt;
| minrange = 5.9&lt;br /&gt;
| burst = 20&lt;br /&gt;
| burstTicks = 2&lt;br /&gt;
| mode = Beam&lt;br /&gt;
| warmup = 30&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Bioferrite&lt;br /&gt;
| resource 3 amount = 30&lt;br /&gt;
| marketvalue = 530&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| research = Bioferrite weaponry&lt;br /&gt;
| work to make = 48000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| set property = true&lt;br /&gt;
| weaponTags = Gun, Flamethrower&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| has quality = false&lt;br /&gt;
}}&lt;br /&gt;
The '''incinerator''' is a flamethrower-like ranged [[weapon]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Incinerators can also be obtained from [[Raider#Heavy mercenary|heavy mercenaries]] or purchased from [[Outlander]] [[Trade#Combat_supplier|combat suppliers]] and [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=1|reason=Unique shooting mechanics, also burner details. penetrates [[skipshield]], does it ignore low shield packs and shield belts in enemies? considerstions need to be added to analysis as well. Also verify current info.}}&lt;br /&gt;
{{Image wanted|section=1|reason=AoE see hellcat rifle for example}}&lt;br /&gt;
[[File:Burner.png|thumb|left|Incinerator burner gizmo icon]]&lt;br /&gt;
&lt;br /&gt;
Incinerators deal [[Damage types#Heat|heat]]{{Check Tag|Verify}} damage and set flammable objects ablaze in an approximately 8-tile wide, 1-tile long arc. &lt;br /&gt;
&lt;br /&gt;
The incinerator contains an integrated burner which gives the user the ability to fire a gout of flame at will before requiring a reload.&lt;br /&gt;
&lt;br /&gt;
The burner fires in a 11 range cone, thin close to the pawn and expanding to 5 tiles wide at a 11 tiles when fired in a cardinal direction.&lt;br /&gt;
&lt;br /&gt;
Out gouts can be fired before the unit must be reloaded with {{Icon Small|bioferrite||10}} [[bioferrite]]. The reloading process takes {{Ticks|60}}.{{Check Tag|Verify}} The pawn will never automatically use the burner - instead it must be manually activated by the player by use of the &amp;quot;??&amp;quot;{{Check Tag|Gizmo Name?}} gizmo, similar to using [[Utility]] items. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check Needed|Can NPCs use Unit under any circumstances?}} This gizmo will only appear when the pawn is [[draft]]ed.&lt;br /&gt;
&lt;br /&gt;
Shooting skill does not affect incinerator effectiveness.&lt;br /&gt;
&lt;br /&gt;
Incinerators are unique in that they can be fired while wearing a [[shield belt]]. This  applies to both fire modes. This has been confirmed as intended.&lt;br /&gt;
&lt;br /&gt;
{{Pyromaniac Weapon Note}} Oddly, Pyromaniacs do not count use of the Incinerator Burner ability as the use of a flame weapon - only the attack counts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to the [[incendiary launcher]], incinerators have a faster fire rate and larger AOE at the cost of shorter range and a 6 tile minimum firing distance. They also don't produce [[filth#Chemfuel puddle|chemfuel puddle]]s, leading to a &amp;quot;cleaner&amp;quot; fire that only burn flammable pawns, items and buildings in the area.&lt;br /&gt;
&lt;br /&gt;
Consider giving them to colonists with poor [[shooting accuracy]], since their effectiveness is largely unaffected by skill. &lt;br /&gt;
&lt;br /&gt;
Incinerators are useful to the point of being almost mandatory against [[fleshbeast]] events, they cause [[devourer]]s to eject swallowed colonists, they can also be useful against [[infestation]]s and ordinary human [[raids]].  Also, it's highly recommended to toggle autofire off on incinerators in order to avoid friendly fire. Like most other fire based weapons, they are ineffective against [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
Like other sources of [[fire#As a tool or weapon|fire]], they can be useful for defoliation, or disposing of unwanted flammable items with less work than a [[crematorium]], such as completely [[corpse#Rotten corpses|desiccated corpses]].&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Incinerators no longer have qualities.&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]][[Category:Flame Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Darklight_brazier&amp;diff=160921</id>
		<title>Darklight brazier</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Darklight_brazier&amp;diff=160921"/>
		<updated>2025-04-15T23:33:24Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting X.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Ideology}}&lt;br /&gt;
{{See also|Brazier}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Darklight brazier&lt;br /&gt;
| image = Darklight brazier.png&lt;br /&gt;
| description = A specially treated brazier that illuminates its surroundings with darklight and creates heat. These satisfy royal brazier requirements.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 80&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| glowradius = 10&lt;br /&gt;
| glowcolor = (78, 226, 229)&lt;br /&gt;
| heatpersecond = 3.5&lt;br /&gt;
| maxheattemperature = 23&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| thingCategories = BuildingsFurniture&lt;br /&gt;
| work to make = 1000&lt;br /&gt;
| stuff tags = Metallic, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| fuel filter = Wood&lt;br /&gt;
| fuel capacity = 30.0&lt;br /&gt;
| fuel consumption rate = 1.5&lt;br /&gt;
| initial fuel percent = 0 &amp;lt;!-- 0% --&amp;gt;&lt;br /&gt;
| fuel consumption per tick in rain = 0.0006&lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
The '''darklight brazier''' is an alternate form of the [[brazier]] that pleases those who like [[darklight]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} You do not need the [[Ideoligion#Lighting|Lighting: Darklight Preferred]] precept to construct darklight braziers.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Darklight brazier illumination area.png|300px|thumb|left|The white area (6 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (7th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
&lt;br /&gt;
A lit darklight brazier outputs [[light]] in a 10 tile radius, with the nearest {{P|Light Radius}} tiles at or above 30% light level and considered &amp;quot;[[Light|Lit]]&amp;quot;, to a maximum of 50%. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff [[Thoughts_list#In_darkness|&amp;quot;In darkness&amp;quot;]]. However, braziers are not bright enough to grow most [[crop]]s indoors, which require 51% illumination. Light does not &amp;quot;stack&amp;quot;, so no amount of braziers will ever give more than 50% illumination (e.g. for [[rice plant]]s, etc).&lt;br /&gt;
&lt;br /&gt;
The brazier consumes {{Icon Small|wood}} 1.5 [[wood]] per day as long as it is lit. It can hold up to {{Icon Small|wood}} 30 wood at a time, for a maximum run time of {{#expr:30/1.5 round 2}} days. Fuel is delivered to the brazier by [[Work#Haul|haulers]] as long as refueling is enabled. If under the [[rain]] and unroofed, it consumes an additional {{Icon Small|wood}} 0.0006 wood per {{Ticks|1}}, or {{#expr: 1.5+ (0.0006*60000)}} wood per day. It therefore lasts for {{#expr:20/37.5 round 2}} days if in constant rain. An uninstalled brazier both stops consuming fuel and retains its fuel level when reinstalled.&lt;br /&gt;
&lt;br /&gt;
Lit darklight braziers will also heat enclosed [[rooms]] to a maximum [[temperature]] of {{Temperature|{{P|Max Heat Temperature}} }} at a rate of {{P|Heat Per Second}} heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s gain a stack of the {{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} bonus per lit darklight brazier that is within 8 cells, in the same room (if any), and not in a position on the map invisible to the player.&lt;br /&gt;
&lt;br /&gt;
Two lit braziers of any type are required in the throne room of every [[noble]] of &amp;quot;Acolyte&amp;quot; rank or above. &lt;br /&gt;
&lt;br /&gt;
The darklight brazier differs from the [[brazier]] only in fuel cost and in that it puts out [[darklight]] that does not count as &amp;quot;bright light&amp;quot; for the [[Ideoligion#Lighting|Lighting: Darklight Preferred]] precept. Instead, it gives those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and prevents [[surgery]] penalties for being in darkness.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Superior to the regular [[brazier]], even if your colonists do not prefer darklight. It consumes less fuel, costs the same material to make, and pleases nobles all the same.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The darklight brazier is rare in that it requires two [[DLC]] to be present in-game - it is included as part of the [[Royalty DLC]] files, but only appears if the [[Ideology DLC]] is active.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Increased work to build from 100 to 1000. Hide meditation focus radius ring from torches and braziers.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Brazier&amp;diff=160920</id>
		<title>Brazier</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Brazier&amp;diff=160920"/>
		<updated>2025-04-15T23:32:25Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting IX.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{See also|Darklight brazier}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Brazier&lt;br /&gt;
| image = Brazier.png&lt;br /&gt;
| description = A bowl-shaped furnishing used to hold a fire. Will light the surroundings and create heat.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 80&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| glowradius = 10&lt;br /&gt;
| glowcolor = (252, 187, 113)&lt;br /&gt;
| heatpersecond = 3.5&lt;br /&gt;
| maxheattemperature = 23&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| thingCategories = BuildingsFurniture&lt;br /&gt;
| work to make = 1000&lt;br /&gt;
| stuff tags = Metallic, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| fuel filter = Wood&lt;br /&gt;
| fuel capacity = 30.0&lt;br /&gt;
| fuel consumption rate = 2.0&lt;br /&gt;
| initial fuel percent = 0 &amp;lt;!-- 0% --&amp;gt;&lt;br /&gt;
| fuel consumption per tick in rain = 0.0006&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''brazier''' is a type of [[furniture]] which emits light and heat. Braziers are required for higher ranks of [[titles]] to make them happy. Braziers need to be consistently fueled to appease the nobles whose thronerooms contain them. It is also a meditation focus for [[psycast]]ers.&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=Psyfocus mechanics}}&lt;br /&gt;
The brazier consumes {{Icon Small|wood}} 2 [[wood]] per day as long as it is lit, and consumes an additional {{Icon Small|wood}} 0.0006 wood per {{Ticks|1}}, or a total of {{Icon Small|wood}} {{#expr: 2+ (0.0006*60000)}} wood per day, if it is lit while unroofed in the [[Weather|rain]]. It can hold up to 30 fuel at a time, for a maximum run time of {{#expr:30/2}} days. Fuel is delivered to the brazier by a [[Work#Haul|haulers]] as long as refueling is enabled. An uninstalled brazier both stops consuming fuel and retains its fuel level when reinstalled.&lt;br /&gt;
&lt;br /&gt;
[[File:Brazier illumination area.png|300px|thumb|left|The white area (6 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (7th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
A lit brazier outputs [[light]] in a 10 tile radius, with the nearest {{P|Light Radius}} tiles at or above 30% light level and considered &amp;quot;[[Light|Lit]]&amp;quot;, to a maximum of 50%. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff [[Thoughts_list#In_darkness|&amp;quot;In darkness&amp;quot;]]. However, braziers are not bright enough to grow most [[crop]]s indoors, which require 51% illumination. Light does not &amp;quot;stack&amp;quot;, so no amount of braziers will ever give more than 50% illumination (e.g. for [[rice plant]]s, etc).&lt;br /&gt;
&lt;br /&gt;
Lit braziers will also heat enclosed [[rooms]] to a maximum [[temperature]] of {{Temperature|23}} at a rate of 3.5 heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s gain a stack of the {{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} bonus per lit brazier that is within 8 cells, in the same room (if any), and not in a position on the map invisible to the player.&lt;br /&gt;
&lt;br /&gt;
Two lit braziers are required in the throne room of every [[noble]] of &amp;quot;Acolyte&amp;quot; rank or above.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|reason=Compared to other psyfoci need but see Main TODO list for the Large Project}}&lt;br /&gt;
&lt;br /&gt;
Braziers are nearly identical to [[torch lamp]]s; they output the same light radius and heat per second, with the same max temperature and fuel consumption. Braziers can hold 10 more wood and can be uninstalled, but require {{Required Resources}} to make. You can uninstall the brazier as a time-consuming way to turn it off.&lt;br /&gt;
&lt;br /&gt;
Braziers or [[darklight brazier]]s {{IdeologyIcon}} are required for the aforementioned nobility. If the [[Ideology DLC]] is installed, then darklight braziers are the superior option; they have the exact same stats, including light radius, but consume 75% fuel.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* ? - Added.&amp;lt;!-- Don't just assume it was added on royalty release, verify --&amp;gt;&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Increased work to build from 100 to 1000. Hide meditation focus radius ring from braziers.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sacrificial_flag&amp;diff=160919</id>
		<title>Sacrificial flag</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sacrificial_flag&amp;diff=160919"/>
		<updated>2025-04-15T23:31:32Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting VIII.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Sacrificial flag&lt;br /&gt;
| image = Sacrificial flag.png&lt;br /&gt;
| description = A flag representing enemies, ready to be burned as part of a ritual.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 20&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| glowradius = 10&lt;br /&gt;
| glowcolor = (252, 187, 113)&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| styledominance = 10&lt;br /&gt;
| thingCategories = BuildingsMisc&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| resource 1 = Cloth&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Wood&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Sacrificial flag''' is a [[ritual]] focus added by the [[Ideology DLC]]. It represents a colony's enemies and gives a focus for the symbol burning ritual.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Constructing a sacrificial flag requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. They require an ideoligion with a symbol burning ritual in order to be constructed. They must also be listed as a building on the ideoligion to be built.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= Missing summary - Mechanical detail of which rituals use it, how they're used, what mechanically happens etc.}}&lt;br /&gt;
Adding a symbol burning festival without giving your [[Ideoligion]] access to either the [[pyre]], sacrificial flag, or [[effigy]] will result in the ritual being impossible to complete. Despite being lit on fire as part of the symbol burning ritual, it has a flammability score of 0, and can't set it's surroundings on fire.&lt;br /&gt;
&lt;br /&gt;
While the sacrificial flag is burning in a position on the map visible to the player, it grants a stack of the {{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} bonus to all [[Pyromaniac]]s who are within 8 cells and in the same room (if any).&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= Missing analysis - Needs comparison to other burnables, comparison of its rituals to other choices etc.}}&lt;br /&gt;
Compared to other objects for ritualistic burning, it can be hard to obtain due to it's need for cloth. Since it can't spread fire, it is safe to put in your temples for the room impressiveness bonus (although it does create a lot of filth). Symbol burning, compared to other rituals such as social festivals, can be sub-optimal as it consumes resources.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pyre&amp;diff=160918</id>
		<title>Pyre</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pyre&amp;diff=160918"/>
		<updated>2025-04-15T23:30:45Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting VII.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Pyre&lt;br /&gt;
| image = Pyre.png&lt;br /&gt;
| description = A wooden tower for ritual burning.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| mass base = 25&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 100&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| glowradius = 18&lt;br /&gt;
| glowcolor = (252, 187, 113)&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| styledominance = 10&lt;br /&gt;
| thingCategories = BuildingsMisc&lt;br /&gt;
| work to make = 5000&lt;br /&gt;
| resource 1 = Wood&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''pyre''' is a consumable ritual focus added by the [[Ideology DLC]]. It serves as a focus for the [[Rituals#Symbol burning|Symbol Burning]] ritual.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Pyres can only be constructed by pawns with an [[ideoligion]] that has selected them as a building option. Only ideoligions with the [[Ideoligion#Rancher|Rancher]] meme can select them. Each pyre requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= Missing summary - Mechanical detail of which rituals use it, how they're used, what mechanically happens etc.}}&lt;br /&gt;
Adding a symbol burning festival without giving your [[Ideoligion]] access to either the pyre, [[sacrificial flag]], or [[effigy]] will result in the ritual being impossible to complete.&lt;br /&gt;
&lt;br /&gt;
While the pyre is burning in a position on the map visible to the player, it grants all four possible stacks of the {{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} bonus to all [[Pyromaniac]]s who are within 8 cells and in the same room (if any).&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= Missing analysis - Needs comparison to other burnables, comparison of its rituals to other choices etc.}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Effigy&amp;diff=160917</id>
		<title>Effigy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Effigy&amp;diff=160917"/>
		<updated>2025-04-15T23:29:57Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting VI.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{infobox main|misc&lt;br /&gt;
| name = Effigy&lt;br /&gt;
| image = Effigy.png&lt;br /&gt;
| description = A rough wooden frame in the shape of a human, ready to be burned as part of a ritual.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 25&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 50&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| glowradius = 10&lt;br /&gt;
| glowcolor = (252, 187, 113)&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| styledominance = 10&lt;br /&gt;
| thingCategories = BuildingsMisc&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| resource 1 = Wood&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
An '''Effigy''' is a consumable ritual focus added by the [[Ideology DLC]]. It serves as a focus for the [[Rituals#Symbol burning|Symbol Burning]] ritual.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Effigies can only be constructed by pawns with an [[ideoligion]] that has selected them as a building option. Only ideoligions with the [[Ideoligion#Nudism|Nudism]], [[Ideoligion#Raider|Raider]],  [[Ideoligion#Flesh purity|Flesh Purity]], [[Ideoligion#Pain is virtue|Pain Is Virtue]], [[Ideoligion#Individualist|Individualist]] or [[Ideoligion#Human primacy|Human Primacy]] memes or the [[Ideoligion#Ideological|Ideological]] structure can select them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= Missing summary - Mechanical detail of which rituals use it, how they're used, what mechanically happens etc.}}&lt;br /&gt;
Adding a symbol burning festival without giving your [[Ideoligion]] access to either the [[pyre]], [[sacrificial flag]], or effigy will result in the ritual being impossible to complete.&lt;br /&gt;
&lt;br /&gt;
While the effigy is burning in a position on the map visible to the player, it grants a stack of the {{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} bonus to all [[Pyromaniac]]s who are within 8 cells and in the same room (if any).&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= Missing analysis - Needs comparison to other burnables, comparison of its rituals to other choices etc.}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fungus_darktorch&amp;diff=160916</id>
		<title>Fungus darktorch</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fungus_darktorch&amp;diff=160916"/>
		<updated>2025-04-15T23:27:50Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting V.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Fungus darktorch&lt;br /&gt;
| image = Fungus_darktorch.png&lt;br /&gt;
| description = A specially-treated fungus torch that produces a dim light over a large area. People who prefer darklight work best with this light source. Can be automatically refueled with raw fungus. Produces a small amount of heat.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 75&lt;br /&gt;
| glowradius = 7&lt;br /&gt;
| glowcolor = (78, 226, 229)&lt;br /&gt;
| heatpersecond = 3.5&lt;br /&gt;
| maxheattemperature = 23&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| styledominance = 5&lt;br /&gt;
| work to make = 100&lt;br /&gt;
| resource 1 = Raw fungus&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| deconstruct yield = nothing&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
| fuel filter = Raw fungus&lt;br /&gt;
| fuel capacity = 20.0&lt;br /&gt;
| fuel consumption rate = 1.5&lt;br /&gt;
| initial fuel percent = 1 &amp;lt;!-- 100% --&amp;gt;&lt;br /&gt;
| fuel consumption per tick in rain = 0.0006&lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
The '''fungus darktorch''' is a piece of [[furniture]] that burns [[raw fungus]] to [[light]] an area with [[darklight]], while also generating a small amount of [[Temperature|heat]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Fungus darktorch illumination area.png|300px|thumb|left|The white area (4 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (5th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
&lt;br /&gt;
The fungus darktorch outputs [[light]] in a 7 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. It heats the room to a maximum [[temperature]] of {{Temperature|{{P|Max Heat Temperature}} }} at a rate of {{P|Heat Per Second}} heat per second.&lt;br /&gt;
It consumes {{Icon Small|raw fungus}} 1.5 [[raw fungus]] per day as long as it is lit. It can hold up to {{Icon Small|raw fungus}} 20 raw fungus at a time, for a maximum run time of {{#expr:20/1.5 round 2}} days. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a [[Work#Haul|haulers]] as long as refueling is enabled. It cannot be &amp;quot;turned off&amp;quot; or paused, only deconstructed, in which case no material is recovered, regardless of any &amp;quot;fuel&amp;quot; remaining.&lt;br /&gt;
&lt;br /&gt;
If under the [[rain]] and unroofed, it consumes an additional {{Icon Small|raw fungus}} 0.0006 raw fungus per {{Ticks|1}}, or {{#expr: 1.5+ (0.0006*60000) round 2}} fungus per day. It therefore lasts for {{#expr:20/37.5 round 2}} days if in constant rain.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s gain a stack of the {{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} bonus per lit fungus darktorch that is within 8 cells, in the same room (if any), and not in a position on the map invisible to the player.&lt;br /&gt;
&lt;br /&gt;
The fungus darktorch differs from the [[torch lamp]] in that it puts out [[darklight]] that does not count as &amp;quot;bright light&amp;quot; for the [[Ideoligion#Lighting|Lighting: Darklight Preferred]] precept. Instead, it gives those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and prevents [[surgery]] penalties for being in darkness. It is identical to the [[darktorch]] except in that it burns raw fungus instead of [[wood]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It is generally not resource and work-time efficient to use compared to [[standing lamp]]s once [[Research#Electricity|Electricity]] has been researched. Its grid independence and immunity to power outages and [[solar flare]]s make it very useful in niche applications even beyond this point.&lt;br /&gt;
&lt;br /&gt;
Fungus darktorches consume 1.5 raw fungus per day, and regular [[darktorch]]es burn 1.5 [[wood]] per day. When actively growing crops, [[nutrifungus]] takes much less work per unit fuel than virtually any tree. However, growing nutrifungus is worse than harvesting wild, already grown trees ''near your base''. ​A base deep inside a mountain would have to walk a long distance for the nearest tree, even in a rainforest, making fungus more efficient.&lt;br /&gt;
&lt;br /&gt;
[[Torch lamp]]s consume more wood than darktorches, though are still more efficient when wood is reasonably available.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Description no longer incorrectly states it is refueled with wood.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Darktorch&amp;diff=160915</id>
		<title>Darktorch</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Darktorch&amp;diff=160915"/>
		<updated>2025-04-15T23:27:22Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting IV.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{See also|Torch lamp|Fungus darktorch}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Darktorch&lt;br /&gt;
| image = Darktorch.png&lt;br /&gt;
| description = A specially-treated wooden torch that produces a dim light over a large area. People who prefer darklight work best with this light source. Can be automatically refueled with wood. Produces a small amount of heat.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 75&lt;br /&gt;
| glowradius = 7&lt;br /&gt;
| glowcolor = (78, 226, 229)&lt;br /&gt;
| heatpersecond = 3.5&lt;br /&gt;
| maxheattemperature = 23&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| styledominance = 5&lt;br /&gt;
| work to make = 100&lt;br /&gt;
| resource 1 = Wood&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| deconstruct yield = nothing&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
| fuel filter = Wood&lt;br /&gt;
| fuel capacity = 20.0&lt;br /&gt;
| fuel consumption rate = 1.5&lt;br /&gt;
| initial fuel percent = 1 &amp;lt;!-- 100% --&amp;gt;&lt;br /&gt;
| fuel consumption per tick in rain = 0.0006&lt;br /&gt;
}}&lt;br /&gt;
The '''darktorch''' is a piece of [[furniture]] that burns [[wood]] to [[light]] an area with [[darklight]], while also generating a small amount of [[Temperature|heat]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Darktorch illumination area.png|300px|thumb|left|The white area (4 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (5th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
The darktorch outputs [[light]] in a 7 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. It heats the room to a maximum [[temperature]] of {{Temperature|{{P|Max Heat Temperature}} }} at a rate of {{P|Heat Per Second}} heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}&lt;br /&gt;
&lt;br /&gt;
It consumes {{Icon Small|wood}} 1.5 [[wood]] per day as long as it is lit. It can hold up to {{Icon Small|wood}} 20 wood at a time, for a maximum run time of {{#expr:20/1.5 round 2}} days. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a [[Work#Haul|haulers]] as long as refueling is enabled. It cannot be &amp;quot;turned off&amp;quot; or paused, only deconstructed, in which case ''no wood'' is recovered, regardless of any &amp;quot;fuel&amp;quot; remaining.&lt;br /&gt;
&lt;br /&gt;
If under the [[rain]] and unroofed, it consumes an additional {{Icon Small|wood}} 0.0006 wood per {{Ticks|1}}, or {{#expr: 1.5+ (0.0006*60000) round 2}} wood per day. It therefore lasts for {{#expr:20/37.5 round 2}} days if in constant rain.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s gain a stack of the {{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} bonus per lit darktorch that is within 8 cells, in the same room (if any), and not in a position on the map invisible to the player.&lt;br /&gt;
&lt;br /&gt;
The darktorch differs from the [[torch lamp]] in that it puts out [[darklight]] that does not count as &amp;quot;bright light&amp;quot; for the [[Ideoligion#Lighting|Lighting: Darklight Preferred]] precept. Instead, it gives those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and prevents [[surgery]] penalties for being in darkness. It is identical to the [[fungus darktorch]] except in that it burns wood instead of [[raw fungus]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Main|Torch lamp}}&lt;br /&gt;
It is generally not resource and work-time efficient to use once [[Research#Electricity|Electricity]] has been researched, however its grid independence and immunity to power outages and [[solar flare]]s  make it very useful in niche applications even beyond this point.&lt;br /&gt;
&lt;br /&gt;
It consumes wood at a 3/4 the rate of a regular torch lamp - if the area requiring lighting is not large enough to require the additional radius of the torch lamp, this makes it more efficient to use the darktorch. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] initial release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blood_torch&amp;diff=160914</id>
		<title>Blood torch</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_torch&amp;diff=160914"/>
		<updated>2025-04-15T23:26:33Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting III. Also, templatizing of the blood torch moodlet, and a correction regarding its radius.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|furniture|&lt;br /&gt;
| name = Blood torch&lt;br /&gt;
| image = Blood torch.png&lt;br /&gt;
| description = A specially-treated wooden torch that produces a red light over a large area. Sanguophages gather around torches like these during their ceremonial meetings. The sanguine glow is particularly pleasing to individuals with the bloodfeeder gene. It can be automatically refueled with wood, and produces a small amount of heat&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| mass = 1&lt;br /&gt;
| marketvalue = 24&lt;br /&gt;
| path cost = 24&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 75&lt;br /&gt;
| glowradius = 10&lt;br /&gt;
| glowcolor = (460, 220, 205)&lt;br /&gt;
| heatpersecond = 3.5&lt;br /&gt;
| maxheattemperature = 23&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| deconstruct yield = nothing&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
| fuel filter = Wood&lt;br /&gt;
| fuel capacity = 20.0&lt;br /&gt;
| fuel consumption rate = 1.5&lt;br /&gt;
| initial fuel percent = 0.1 &amp;lt;!-- 10% --&amp;gt;&lt;br /&gt;
| fuel consumption per tick in rain = 0.0006&lt;br /&gt;
| thingCategories = BuildingsMisc&lt;br /&gt;
| page verified for version = 1.4.3580&lt;br /&gt;
}}&lt;br /&gt;
The '''blood torch''' is a piece of [[furniture]] that burns [[wood]] to light an area, while also generating a small amount of [[Temperature|heat]]. It also provides a small [[mood]] buff to [[sanguophages]] and other [[bloodfeeder]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Blood torches cannot be crafted. Instead they are created during the [[Quests#Bloodthirsty Parley|Bloodthirsty Parley]] quest type - note that the name of each quest in game varies. During this quest a location on your map will be chosen, a blood torch will appear at that spot, and three [[sanguophage]]s will meet. Once placed, the torch will be left behind, regardless of the outcome of the quest. After this point, it can be refueled, uninstalled and reinstalled as any other building.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Blood torch illumination area.png|300px|thumb|left|The white area (7 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (8th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
A blood torch outputs [[light]] in a 10 tile radius, with the nearest {{P|Light Radius}} tiles at or above 30% light level and considered lit. It heats the room to a maximum [[temperature]] of {{temperature|23}} at a rate of 3.5 heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}&lt;br /&gt;
&lt;br /&gt;
The blood torch consumes {{icon small|wood}} 1.5 [[wood]] per day as long as it is lit. If lit while unroofed under the [[rain]], it consumes an additional {{icon small|wood}} 0.0006 wood per {{ticks|1}}, or a total of {{icon small|wood}} {{#expr: 1.5+ (0.0006*60000)}} wood per day. It can hold up to {{icon small|wood}} 20 wood at a time, for a maximum run time of {{#expr:20/1.5 round 2}} days, or {{#expr:24*20/(1.5+ (0.0006*60000)) round 2}} hours if in constant rain. It is constructed with a full fuel capacity. Fuel is delivered to the torch by a [[Work#Haul|haulers]] as long as refueling is enabled. &lt;br /&gt;
&lt;br /&gt;
It cannot be &amp;quot;turned off&amp;quot; or paused, only deconstructed, in which case ''no wood'' is recovered, regardless of any &amp;quot;fuel&amp;quot; remaining.&lt;br /&gt;
&lt;br /&gt;
It functions as a [[meditation focus]] for [[psycast]]ers with the Flame focus.{{RoyaltyIcon}} &lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s gain a stack of the {{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} bonus per lit blood torch that is within 8 cells, in the same room (if any), and not in a position on the map invisible to the player. Additionally, pawns with the [[bloodfeeder]] gene gain {{Thought|desc=No flame burns as softly as a blood torch.|label=blood torch|value=+2|stack=1}} if there is a lit blood torch that is within 8 cells and in the same room (if any).&lt;br /&gt;
&lt;br /&gt;
Despite being similar to the [[Darktorch]]{{IdeologyIcon}}, it does not generate [[darklight]].&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
=== Light and heat ===&lt;br /&gt;
{{Main|Torch lamp}}&lt;br /&gt;
It is generally not resource and work-time efficient to use once [[Research#Electricity|Electricity]] has been researched, however its grid independence and immunity to power outages and [[solar flare]]s make it very useful in niche applications even beyond this point.&lt;br /&gt;
&lt;br /&gt;
It consumes wood at a 3/4 the rate of a regular torch lamp - if the area requiring lighting is not large enough to require the additional radius of the torch lamp, this makes it more efficient to use a blood torch.&lt;br /&gt;
&lt;br /&gt;
=== Mood buff ===&lt;br /&gt;
The mood buff it offers is small, and doesn't persist. As such, it is rarely worth seeking out a blood torch for the mood buff that you would not otherwise acquire anyway. If one is acquired, however, it can be worth keeping fueled and placed to benefit any bloodfeeders so long as [[wood]] is not in short supply.&lt;br /&gt;
&lt;br /&gt;
Due to the lack of persistence, ideally the torch should be placed where the target bloodfeeder will stay on the radius long term. For example, crafters and researchers are ideal targets, while a grower or animal handler likely won't stay in one area long enough for the small buff to matter.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Blood torch.png| Lit&lt;br /&gt;
Blood torch unlit.png| Unlit&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;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Campfire&amp;diff=160913</id>
		<title>Campfire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Campfire&amp;diff=160913"/>
		<updated>2025-04-15T23:20:55Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting II.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Campfire&lt;br /&gt;
| image = Campfire.png&lt;br /&gt;
| description = Cooks meals and produces heat, and burns out after a few days. As with all heat sources, it must be placed indoors so it has a closed space to heat. Refuelable.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Temperature&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.2&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 80&lt;br /&gt;
| work speed factor = 0.5&lt;br /&gt;
| glowradius = 10&lt;br /&gt;
| glowcolor = (252, 187, 113)&lt;br /&gt;
| heatpersecond = 21&lt;br /&gt;
| maxheattemperature = 28&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| work to make = 200&lt;br /&gt;
| resource 1 = Wood&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| deconstruct yield = nothing&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
| fuel filter = Wood&lt;br /&gt;
| fuel capacity = 20.0&lt;br /&gt;
| fuel consumption rate = 10.0&lt;br /&gt;
| initial fuel percent = 1 &amp;lt;!-- 100% --&amp;gt;&lt;br /&gt;
| fuel consumption per tick in rain = 0.0006&lt;br /&gt;
}}&lt;br /&gt;
The '''campfire''' is building that produces [[light]], [[temperature]], allows the execution of simple cooking bills and the burning of [[apparel]], [[weapons]] and [[drugs]]. It also functions as a social gathering spot.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:Forbid Off.png|Automatic refuel toggle on|64px]]&lt;br /&gt;
| [[File:Forbid On.png|Automatic refuel toggle off|64px]]&lt;br /&gt;
| [[File:Gather Spot Active.png|Gather spot toggle|64px]]&lt;br /&gt;
|-&lt;br /&gt;
| Automatic refuel&amp;lt;br/&amp;gt;toggle on&lt;br /&gt;
| Automatic refuel&amp;lt;br/&amp;gt;toggle off&lt;br /&gt;
| Gather spot toggle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Campfires must be lit to function, which requires fuel. A lit campfire consumes {{Icon Small|wood}} 10 [[wood]] per day, and consumes an additional {{Icon Small|wood}} 0.0006 wood per {{Ticks|1}}, or a total of {{Icon Small|wood}} {{#expr: 10+ (0.0006*60000)}} wood per day, if it is lit while unroofed in the [[Weather|rain or snow]]. It can hold up to 20 fuel at a time, for a maximum run time of {{#expr:20/10}} days or {{#expr: 24 * (20/(10+ (0.0006*60000))) round 2}} in-game hours in the rain. It is constructed with a full fuel capacity.  Fuel is delivered to the campfire by a [[Work#Haul|haulers]] as long as refueling is enabled.  When deconstructing a campfire, no wood is reclaimed.&lt;br /&gt;
&lt;br /&gt;
[[File:Campfire illumination area.png|300px|thumb|left|The white area (6 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (7th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
A lit campfire outputs [[light]] in a 10 tile radius, with the nearest {{P|Light Radius}} tiles at or above 30% light level and considered &amp;quot;lit&amp;quot;, to a maximum of 50%. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff [[Thoughts_list#In_darkness|&amp;quot;In darkness&amp;quot;]]. However, campfires are not bright enough to grow most [[crop]]s indoors, which require 51% illumination. Light does not &amp;quot;stack&amp;quot;, so no amount of campfires will ever give more than 50% illumination (e.g. for [[rice plant]]s, etc).&lt;br /&gt;
&lt;br /&gt;
Lit campfires will also heat enclosed [[rooms]] to a maximum [[temperature]] of {{Temperature|28}} at a rate of [[Temperature|21 heat per second]], equivalent to a [[heater]]. Outdoor campfires, like other temperature effects, won't cause any temperature changes, but otherwise function as normal.&lt;br /&gt;
&lt;br /&gt;
Campfires can act as a [[Recreation#Relaxing socially|gather spot]] for colonists to [[Recreation|recreate]], even if unlit. This is toggled on by default, but can be toggled off via the gizmo when the campfire is selected.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s gain a stack of the {{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} bonus per lit campfire that is within 8 cells, in the same room (if any), and not in a position on the map invisible to the player.&lt;br /&gt;
&lt;br /&gt;
=== Bills ===&lt;br /&gt;
The following items can be crafted at the campfire. Note that the campfire has a [[Property:Work Speed Factor|Work Speed Factor]] of {{P|Work Speed Factor}}, meaning that all bills will take {{#expr:1/{{P|Work Speed Factor}} round 1}}x as long as at most other work stations.&lt;br /&gt;
&lt;br /&gt;
{{Recipe List}}&lt;br /&gt;
&lt;br /&gt;
==== Burning ====&lt;br /&gt;
Burning bills are worked by [[Work#Haul|haulers]]. All times are scaled by the worktable efficiency of {{P|Work Speed Factor}} and the [[General Labor Speed|general labor speed]] of the hauler performing the bill. In all cases, the item is completely destroyed leaving nothing behind.&lt;br /&gt;
&lt;br /&gt;
==== Burn apparel ====&lt;br /&gt;
{{Quote|Burn unwanted apparel to completely destroy it.|Burn apparel description}}&lt;br /&gt;
Apparel requires {{Ticks|60/{{P|Work Speed Factor}} }} work to burn (modified by the [[general labor speed]] of the hauler), regardless of the item or material. [[Shield belt]]s and [[smokepop pack]]s cannot be burned (though [[firefoam pop pack]]s can).&lt;br /&gt;
&lt;br /&gt;
==== Burn weapon ====&lt;br /&gt;
{{Quote|Burn unwanted weapon to completely destroy it.|Burn weapon description}}&lt;br /&gt;
Weapons require {{Ticks|60/{{P|Work Speed Factor}} }} work to burn (modified by the [[general labor speed]] of the hauler), regardless of the item or material. Only flammable melee weapons, and ranged weapons made from wood ([[pila]], [[short bow]] / [[recurve bow]] / [[greatbow]] / [[flamebow]] {{BiotechIcon}}), can be burned.&lt;br /&gt;
&lt;br /&gt;
==== Burn drugs ====&lt;br /&gt;
{{Quote|Burn unwanted drugs to completely destroy them.|Burn drugs description}}&lt;br /&gt;
Drugs require {{Ticks|60/{{P|Work Speed Factor}} }} work to burn (modified by the [[general labor speed]] of the hauler), but burns in entire stacks.&lt;br /&gt;
&lt;br /&gt;
=== Ritual ===&lt;br /&gt;
Campfires are used by the [[Rituals#Drum party|Drum Party]] [[ritual]].{{IdeologyIcon}} If a lit campfire is used to start the ritual, the ritual will gain +20% quality, increasing the chance of a positive outcome. At least one [[drum]] is required in a twelve tile radius.&lt;br /&gt;
&lt;br /&gt;
Campfires can also be used for the [[Rituals#Skylantern festival|Skylantern Festival]] and the [[Rituals#Leader speech|Leader Speech]] [[ritual]]s.{{IdeologyIcon}}, but there is no quality bonus for these rituals. The campfire must be lit for the skylantern festival, but not for the leader speech.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Campfires have a wide array of uses. They can heat rooms in cold [[biome|climates]], they can be used to cook food, and they produce light, all before you have access to [[Research#Electricity|Electricity]]. There are multiple alternatives, even before electricity: &lt;br /&gt;
* [[Fueled stove]]s cook x2 faster than a campfire, allow access to [[fine meal]]s and [[lavish meal]]s, and do not consume wood when not cooking food. They do consume a lot more wood during use. But fueled stoves are more efficient, so long as you have nearby trees to chop.&lt;br /&gt;
* [[Torch lamp]]s are much more efficient for light, and produce meager amounts of heat.&lt;br /&gt;
* There is no direct alternative for heat before you have electricity. However, you can build your shelter inside a [[steam geyser]], which creates sufficient (if too much) heat on its own.&lt;br /&gt;
The main benefit is that campfires are &amp;quot;all-in-one&amp;quot;. If you are burning wood for heat, you might as well use it for cooking and light. Also, they allow cooking without using steel for a fueled stove. Conversely, if you don't need heat and can afford to use a fueled stove, then you can skip a campfire.&lt;br /&gt;
&lt;br /&gt;
After researching Electricity, Campfires are generally not resource- or work- efficient. A stable power source, [[heater]]s, [[electric stove]]s, and [[standing lamp]]s all replace their functions. However, campfires don't require [[steel]] or [[component]]s. Once you do have these supplies, then it is best to upgrade quickly. In the late game, campfires have a minor use, as they can be used as a heating alternative during a [[solar flare]] or other power outage.&lt;br /&gt;
&lt;br /&gt;
Campfires can't be set to a specific temperature, meaning colonists are more likely to receive unhappy moods from being slightly too hot or cold when the room is heated with a campfire instead of a higher tech heater. If it's too hot, you can remove tiles of the [[roof]] or hold open [[door]]s to let some heat out.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* You can place campfires near [[growing zone]]s and/or [[table|dining areas]], in order to reduce hauling time.&lt;br /&gt;
* It is recommended to have a single gathering spot per colony, in your preferred &amp;quot;recreation area&amp;quot;. Toggle off any campfires that don't meet this requirement. &lt;br /&gt;
* Place a campfire under a [[roof]] due to the extra fuel consumption from rain; 1 wall and tile of roof are enough.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Making baby food at campfires ignores work restrictions.&lt;br /&gt;
&lt;br /&gt;
{{Nav|temperature|wide}}&lt;br /&gt;
{{Nav|Production|wide}}&lt;br /&gt;
[[Category:Temperature]]&lt;br /&gt;
[[Category:Production]] [[Category:Drug Production]] [[Category:Food Production]]&lt;br /&gt;
[[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Torch_lamp&amp;diff=160912</id>
		<title>Torch lamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Torch_lamp&amp;diff=160912"/>
		<updated>2025-04-15T23:20:03Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Summary */ Pyromaniac detail posting I.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|furniture&lt;br /&gt;
| name = Torch lamp&lt;br /&gt;
| image = Torch lamp.png&lt;br /&gt;
| description = A wooden torch for lighting an area. People need light to move and work at full speed. Can be automatically refueled with wood. Produces a small amount of heat.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 75&lt;br /&gt;
| glowradius = 10&lt;br /&gt;
| glowcolor = (252, 187, 113)&lt;br /&gt;
| heatpersecond = 3.5&lt;br /&gt;
| maxheattemperature = 23&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| styledominance = 5&lt;br /&gt;
| work to make = 100&lt;br /&gt;
| resource 1 = Wood&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| deconstruct yield = nothing&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
| fuel filter = Wood&lt;br /&gt;
| fuel capacity = 20.0&lt;br /&gt;
| fuel consumption rate = 2.0&lt;br /&gt;
| initial fuel percent = 1 &amp;lt;!-- 100% --&amp;gt;&lt;br /&gt;
| fuel consumption per tick in rain = 0.0006&lt;br /&gt;
}}&lt;br /&gt;
The '''torch lamp''' is a piece of [[furniture]] that burns [[wood]] to [[light]] an area, while also generating a small amount of [[Temperature|heat]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Torch lamp illumination area.png|300px|thumb|left|The white area (5 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (6-7 tiles) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
A torch lamp outputs [[light]] in a 10 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. It heats the room to a maximum [[temperature]] of {{Temperature|{{P|Max Heat Temperature}} }} at a rate of {{P|Heat Per Second}} heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}&lt;br /&gt;
&lt;br /&gt;
The torch lamp consumes {{Icon Small|wood}} 2 [[wood]] per day as long as it is lit. It can hold up to {{Icon Small|wood}} 20 wood at a time, for a maximum run time of {{#expr:20/2}} days. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a [[Work#Haul|haulers]] as long as refueling is enabled. It cannot be &amp;quot;turned off&amp;quot; or paused, only deconstructed, in which case ''no wood'' is recovered, regardless of any &amp;quot;fuel&amp;quot; remaining.&lt;br /&gt;
&lt;br /&gt;
If under the [[rain]] and unroofed, it consumes an additional {{Icon Small|wood}} 0.0006 wood per {{Ticks|1}}, or  {{#expr: 2+ (0.0006*60000)}} wood per day. It therefore lasts for {{#expr:24*20/(2+ (0.0006*60000)) round 2}} hours if in constant rain.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s gain a stack of the {{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} bonus per lit torch lamp that is within 8 cells, in the same room (if any), and not in a position on the map invisible to the player.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[Light]] is incredibly important for most colonies. Even if you have a colony full of [[night owl]]s, darkness will impact movement speed, work speed, and surgery success rate. Any room with a [[roof]] is innately dark, so torch lamps are an effective source of light in the early game. An alternative solution, in the very early game, is to remove the [[roof]] (in the Architect/Zones tab) in the specific areas where colonists are working - such as over the interaction spot of a [[simple research bench]]. But, of course, there will be no light once it is [[night]]time.&lt;br /&gt;
&lt;br /&gt;
[[Standing lamp]]s are a strict upgrade, available once [[Research#Electricity|Electricity]] has been researched. Standing lamps provide more light and do not require refueling, just a source of [[power]]. A [[wood-fired generator]], the most work-inefficient generator, can fuel {{#expr: 1000/30 round 0}} standing lamps for the cost of {{#expr: 22/2}} torch lamps of [[wood]] - or, more practically, a few standing lamps and important buildings like [[heater]]s and [[cooler]]s. However, torches have a few niches over electric lamps:&lt;br /&gt;
&lt;br /&gt;
* They are immune to [[solar flare]]s and other power outages. Solar flares are too short to have a meaningful impact to productivity, but light is very important for surgeries.&lt;br /&gt;
* They can provide light in very specific locations, without needing [[power conduit]]s.&lt;br /&gt;
* Standing lamps require {{Required Resources|Standing lamp}}. Steel can be very scarce at certain points of the game, and some colonies can have an abundance of wood.&lt;br /&gt;
&lt;br /&gt;
The [[darktorch]] {{IdeologyIcon}} consumes wood at 75% the rate of a regular torch lamp, but has a light radius of 4.75 tiles. If the area requiring lighting is not large enough to require the additional radius of the torch lamp, the darktorch becomes more efficient.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Torch lamp.png|Base Variant&lt;br /&gt;
Morbid torch lamp.png|Morbid Variant&lt;br /&gt;
Totemic torch lamp.png|Totemic Variant&lt;br /&gt;
Spikecore torch lamp.png|Spikecore Variant&lt;br /&gt;
Rustic torch lamp.png|Rustic Variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Torch lamp unlit.png|Base Variant Unlit&lt;br /&gt;
Morbid torch lamp unlit.png|Morbid Variant Unlit&lt;br /&gt;
Totemic torch lamp unlit.png|Totemic Variant Unlit&lt;br /&gt;
Spikecore torch lamp unlit.png|Spikecore Variant Unlit&lt;br /&gt;
Rustic torch lamp unlit.png|Rustic Variant Unlit&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.&lt;br /&gt;
* [[Ideology DLC]] Release - Received styles via new [[Ideoligion]] [[style]] system. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Hide meditation focus radius ring from torches.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=160911</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=160911"/>
		<updated>2025-04-15T23:15:14Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: Included info on the Forced Trait scenario part. Clarified the psychically dull/deaf gene interaction can happen both ways. Taking care of the pyromaniac thing shortly.&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;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|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. [[Reproduction#Babies|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;
* [[Reproduction#Babies|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;
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{| {{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;
| -&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 [[social|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}} [[Skills#Cooking|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 [[Rooms#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 [[Rooms#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, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Minimal]] 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;
| [[#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 [[Rooms#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 [[Rooms#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 [[Rooms#Impressiveness|most 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]], [[smoke launcher]], [[EMP launcher]], [[molotov cocktails]], {{RoyaltyIcon}}plasmasword, {{BiotechIcon}}[[toxbomb launcher]], [[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], or [[incinerator]].&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]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{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;{{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}} [[Skills#Melee|Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Skills#Shooting|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 [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&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]] ends. Cannot be triggered by mental breaks caused by any reason other than mood e.g. [[psychic insanity lance]]s, psycasts {{RoyaltyIcon}}, genes {{BiotechIcon}}, [[Void terror]]{{AnomalyIcon}}, or even randomly induced mental breaks from other traits.&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;
| 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;!--&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]], 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}} [[Social|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}} [[Social|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;
|- 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;
|- 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&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;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait or Industrious&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.&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;
| '''+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;
| '''+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;
| '''-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;
| '''-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;
| [[Skills#Medicine|Medicine 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&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.&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 [[Mental_break#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. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=160900</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=160900"/>
		<updated>2025-04-15T01:09:37Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Mechanics */&lt;/p&gt;
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[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== 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;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|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. [[Reproduction#Babies|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;
* 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;
* [[Reproduction#Babies|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 gene in their germline (e.g. due to being a [[Yttakin]]), and then has the psychically deaf gene in their xenogenes... removal of the psychically deaf gene will remove the psychically deaf trait, but it will also not result in the restoration of the psychically dull trait and will not un-suppress the psychically hyper/sensitive trait.&lt;br /&gt;
&lt;br /&gt;
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{| {{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;
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&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;
| -&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 [[social|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}} [[Skills#Cooking|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;
{{Stub|section=1|reason=Pyromaniac &amp;quot;beautiful fire&amp;quot; add to [[fire]], [[torch lamp]]s, [[campfire]] and any other sources of the buff (potentially: [[Brazier]], [[Darklight brazier]], [[Blood torch]], [[Darktorch]], [[Fungus darktorch]])}}&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 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 [[Rooms#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 [[Rooms#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, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Minimal]] 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;
| [[#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 [[Rooms#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 [[Rooms#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 [[Rooms#Impressiveness|most 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]], [[smoke launcher]], [[EMP launcher]], [[molotov cocktails]], {{RoyaltyIcon}}plasmasword, {{BiotechIcon}}[[toxbomb launcher]], [[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], or [[incinerator]].&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]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{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;{{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}} [[Skills#Melee|Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Skills#Shooting|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 [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&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]] ends. Cannot be triggered by mental breaks caused by any reason other than mood e.g. [[psychic insanity lance]]s, psycasts {{RoyaltyIcon}}, genes {{BiotechIcon}}, [[Void terror]]{{AnomalyIcon}}, or even randomly induced mental breaks from other traits.&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;
| 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;!--&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]], 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}} [[Social|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}} [[Social|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;
|- 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;
|- 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&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;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait or Industrious&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.&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;
| '''+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;
| '''+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;
| '''-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;
| '''-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;
| [[Skills#Medicine|Medicine 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&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.&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 [[Mental_break#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. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Ypedypufm65hvtqc&amp;topic_postId=yphygxdku9i8qero&amp;topic_revId=yphygxdku9i8qero&amp;action=single-view</id>
		<title>Topic:Ypedypufm65hvtqc</title>
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		<updated>2025-04-14T20:02:40Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Hautarche&quot; class=&quot;mw-userlink&quot; title=&quot;User:Hautarche&quot;&gt;&lt;bdi&gt;Hautarche&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Hautarche&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Hautarche&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Hautarche&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Hautarche&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Ypedypufm65hvtqc&amp;amp;topic_showPostId=yphygxdku9i8qero#flow-post-yphygxdku9i8qero&quot;&gt;commented&lt;/a&gt; on &quot;Trait miscellanies that accompanied formatting changes&quot; (&lt;em&gt;Okay, that&amp;#039;s all the info that needs to be in the traits page, I think. Starting possessions order of operations is sourced from Starting...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=160898</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=160898"/>
		<updated>2025-04-14T19:56:25Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Mechanics */ legibility cleanup, removed the '500 tries' thing since you'll never see it in an unmodded game. There doesn't appear to be a Pawn Selection page yet, but the starting possessions stuff should go there once such a page is created.&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;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|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. [[Reproduction#Babies|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 have 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;
* 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;
* [[Reproduction#Babies|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 gene in their germline (e.g. due to being a [[Yttakin]]), and then has the psychically deaf gene in their xenogenes... removal of the psychically deaf gene will remove the psychically deaf trait, but it will also not result in the restoration of the psychically dull 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;
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{| {{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;
| -&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 [[social|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}} [[Skills#Cooking|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;
{{Stub|section=1|reason=Pyromaniac &amp;quot;beautiful fire&amp;quot; add to [[fire]], [[torch lamp]]s, [[campfire]] and any other sources of the buff (potentially: [[Brazier]], [[Darklight brazier]], [[Blood torch]], [[Darktorch]], [[Fungus darktorch]])}}&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 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 [[Rooms#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 [[Rooms#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, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Minimal]] 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;
| [[#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 [[Rooms#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 [[Rooms#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 [[Rooms#Impressiveness|most 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]], [[smoke launcher]], [[EMP launcher]], [[molotov cocktails]], {{RoyaltyIcon}}plasmasword, {{BiotechIcon}}[[toxbomb launcher]], [[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], or [[incinerator]].&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]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{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;{{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}} [[Skills#Melee|Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Skills#Shooting|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 [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&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]] ends. Cannot be triggered by mental breaks caused by any reason other than mood e.g. [[psychic insanity lance]]s, psycasts {{RoyaltyIcon}}, genes {{BiotechIcon}}, [[Void terror]]{{AnomalyIcon}}, or even randomly induced mental breaks from other traits.&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;
| 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;!--&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]], 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}} [[Social|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}} [[Social|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;
|- 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;
|- 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&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;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait or Industrious&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.&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;
| '''+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;
| '''+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;
| '''-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;
| '''-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;
| [[Skills#Medicine|Medicine 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&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.&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 [[Mental_break#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. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=160897</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=160897"/>
		<updated>2025-04-14T16:52:46Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: Here are all the starting possessions. I slightly reproportioned the tables that have them to accommodate them, but I don't think it looks very good - if someone has a better idea of how to present this information, go for it.&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 pawns 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;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|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, its acquires traits according to this process:&lt;br /&gt;
&lt;br /&gt;
* Traits are first acquired from the pawn's &amp;quot;pawn kind&amp;quot; (if any). ''For example, the titular mechanitor{{BiotechIcon}} of [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario always has the [[Recluse]] trait.''&lt;br /&gt;
* If generated by a quest that forces one or more traits, those trait(s) are then acquired. ''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. [[Reproduction#Babies|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, the pawn gains random traits (weighting based on each trait's commonality) until their number of traits meets their trait limit. While it is theoretically possible for a randomly acquired trait to be 'nothing', it is almost impossible in practice since the random assignation must fail 500 times in a row for this to occur. 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 have the Asexual, Bisexual, Gay, or no trait. The random choice is weighted by the sexuality trait's commonality, or in the case of 'no 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;
* The pawn's [[xenotype]]{{BiotechIcon}} (if any) is determined. Certain genes can [[Traits#Trait-affecting_genes|affect traits]], either adding or suppressing them.&lt;br /&gt;
* Finally, if the pawn is a [[creepjoiner]]{{AnomalyIcon}}, any traits granted by its benefit or downside are acquired.&lt;br /&gt;
&lt;br /&gt;
=== Starting possessions ===&lt;br /&gt;
&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 (which is important because once the colonist reaches two possessions, all subsequent steps are skipped over):&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s{{AnomalyIcon}} never have possessions.&lt;br /&gt;
* [[Reproduction#Babies|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]] traits. As with backstory, 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 gene in their germline (e.g. due to being a [[Yttakin]]), and then has the psychically deaf gene in their xenogenes... removal of the psychically deaf gene will remove the psychically deaf trait, but it will also not result in the restoration of the psychically dull 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;
| -&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 [[social|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}} [[Skills#Cooking|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;
{{Stub|section=1|reason=Pyromaniac &amp;quot;beautiful fire&amp;quot; add to [[fire]], [[torch lamp]]s, [[campfire]] and any other sources of the buff (potentially: [[Brazier]], [[Darklight brazier]], [[Blood torch]], [[Darktorch]], [[Fungus darktorch]])}}&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 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 [[Rooms#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 [[Rooms#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, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Minimal]] 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;
| [[#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 [[Rooms#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 [[Rooms#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 [[Rooms#Impressiveness|most 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]], [[smoke launcher]], [[EMP launcher]], [[molotov cocktails]], {{RoyaltyIcon}}plasmasword, {{BiotechIcon}}[[toxbomb launcher]], [[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], or [[incinerator]].&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]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{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;{{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}} [[Skills#Melee|Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Skills#Shooting|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 [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&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]] ends. Cannot be triggered by mental breaks caused by any reason other than mood e.g. [[psychic insanity lance]]s, psycasts {{RoyaltyIcon}}, genes {{BiotechIcon}}, [[Void terror]]{{AnomalyIcon}}, or even randomly induced mental breaks from other traits.&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;
| 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;!--&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]], 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}} [[Social|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}} [[Social|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;
|- 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;
|- 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&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;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait or Industrious&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.&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;
| '''+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;
| '''+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;
| '''-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;
| '''-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;
| [[Skills#Medicine|Medicine 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&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.&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 [[Mental_break#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. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=160896</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=160896"/>
		<updated>2025-04-14T16:22:02Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Starting possessions */&lt;/p&gt;
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[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Only humans have traits. Most pawns 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;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|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, its acquires traits according to this process:&lt;br /&gt;
&lt;br /&gt;
* Traits are first acquired from the pawn's &amp;quot;pawn kind&amp;quot; (if any). ''For example, the titular mechanitor{{BiotechIcon}} of [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario always has the [[Recluse]] trait.''&lt;br /&gt;
* If generated by a quest that forces one or more traits, those trait(s) are then acquired. ''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. [[Reproduction#Babies|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, the pawn gains random traits (weighting based on each trait's commonality) until their number of traits meets their trait limit. While it is theoretically possible for a randomly acquired trait to be 'nothing', it is almost impossible in practice since the random assignation must fail 500 times in a row for this to occur. 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 have the Asexual, Bisexual, Gay, or no trait. The random choice is weighted by the sexuality trait's commonality, or in the case of 'no 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;
* The pawn's [[xenotype]]{{BiotechIcon}} (if any) is determined. Certain genes can [[Traits#Trait-affecting_genes|affect traits]], either adding or suppressing them.&lt;br /&gt;
* Finally, if the pawn is a [[creepjoiner]]{{AnomalyIcon}}, any traits granted by its benefit or downside are acquired.&lt;br /&gt;
&lt;br /&gt;
=== Starting possessions ===&lt;br /&gt;
&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 (which is important because once the colonist reaches two possessions, all subsequent steps are skipped over):&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s{{AnomalyIcon}} never have possessions.&lt;br /&gt;
* [[Reproduction#Babies|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. As with backstory, 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. [[Traits#Trait-affecting_genes|Suppressed traits]] cannot grant possessions.&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 gene in their germline (e.g. due to being a [[Yttakin]]), and then has the psychically deaf gene in their xenogenes... removal of the psychically deaf gene will remove the psychically deaf trait, but it will also not result in the restoration of the psychically dull trait and will not un-suppress the psychically hyper/sensitive trait.&lt;br /&gt;
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{| {{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: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{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;
|- 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;
|- 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;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{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 [[social|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;
|- 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;
|- 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;
|- 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}} [[Skills#Cooking|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;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
{{Stub|section=1|reason=Pyromaniac &amp;quot;beautiful fire&amp;quot; add to [[fire]], [[torch lamp]]s, [[campfire]] and any other sources of the buff (potentially: [[Brazier]], [[Darklight brazier]], [[Blood torch]], [[Darktorch]], [[Fungus darktorch]])}}&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{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 [[Rooms#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 [[Rooms#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, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Minimal]] 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;
| [[#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;
|- 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 [[Rooms#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;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Rooms#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 [[Rooms#Impressiveness|most 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;
|- 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]], [[smoke launcher]], [[EMP launcher]], [[molotov cocktail]], {{RoyaltyIcon}}plasmasword, {{BiotechIcon}}[[toxbomb launcher]], [[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], or [[incinerator]].&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]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{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;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{Good|+}} ''':''' 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;
|- 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;
|- 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;{{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;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br&amp;gt;&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;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Skills#Melee|Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Skills#Shooting|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 [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&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;
&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;
|- 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;
|- 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;
&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: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&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;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&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;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| {{Good|x50%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;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]] ends. Cannot be triggered by mental breaks caused by any reason other than mood e.g. [[psychic insanity lance]]s, psycasts {{RoyaltyIcon}}, genes {{BiotechIcon}}, [[Void terror]]{{AnomalyIcon}}, or even randomly induced mental breaks from other traits.&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;
| 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
So... are you new on this rimworld?...&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' 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;!--&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]], 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}} [[Social|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}} [[Social|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;
|- 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;
|- 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&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;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait or Industrious&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.&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;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} Pawn Beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| '''+80%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| '''+40%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| '''-50%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| '''-100%''' [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Skills#Medicine|Medicine skill]] {{+|4}}&amp;lt;br&amp;gt;&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;
|-&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&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.&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 [[Mental_break#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. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=160895</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=160895"/>
		<updated>2025-04-14T16:21:12Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Mechanics */ formatting for better flow of information. Also, info on when creepjoiner traits are determined, and info on how starting possessions work.&lt;/p&gt;
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[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Only humans have traits. Most pawns 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;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|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, its acquires traits according to this process:&lt;br /&gt;
&lt;br /&gt;
* Traits are first acquired from the pawn's &amp;quot;pawn kind&amp;quot; (if any). ''For example, the titular mechanitor{{BiotechIcon}} of [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario always has the [[Recluse]] trait.''&lt;br /&gt;
* If generated by a quest that forces one or more traits, those trait(s) are then acquired. ''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. [[Reproduction#Babies|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, the pawn gains random traits (weighting based on each trait's commonality) until their number of traits meets their trait limit. While it is theoretically possible for a randomly acquired trait to be 'nothing', it is almost impossible in practice since the random assignation must fail 500 times in a row for this to occur. 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 have the Asexual, Bisexual, Gay, or no trait. The random choice is weighted by the sexuality trait's commonality, or in the case of 'no 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;
* The pawn's [[xenotype]]{{BiotechIcon}} (if any) is determined. Certain genes can [[Traits#Trait-affecting_genes|affect traits]], either adding or suppressing them.&lt;br /&gt;
* Finally, if the pawn is a [[creepjoiner]]{{AnomalyIcon}}, any traits granted by its benefit or downside are acquired.&lt;br /&gt;
&lt;br /&gt;
=== Starting possessions ===&lt;br /&gt;
&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 (which is important because once the colonist reaches two possessions, all subsequent steps are skipped over):&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s{{AnomalyIcon}} never have possessions.&lt;br /&gt;
* [[Reproduction#Babies|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 packs]].&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. As with backstory, 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. [[Traits#Trait-affecting_genes|Suppressed traits]] cannot grant possessions.&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 gene in their germline (e.g. due to being a [[Yttakin]]), and then has the psychically deaf gene in their xenogenes... removal of the psychically deaf gene will remove the psychically deaf trait, but it will also not result in the restoration of the psychically dull trait and will not un-suppress the psychically hyper/sensitive trait.&lt;br /&gt;
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{| {{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;
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&lt;br /&gt;
== General traits ==&lt;br /&gt;
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both &amp;quot;ascetic&amp;quot;, wanting a minimal bedroom, ''and'' &amp;quot;jealous&amp;quot; of those with better bedrooms).&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle ===&lt;br /&gt;
One likes what one likes...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{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;
|- 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;
|- 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;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{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 [[social|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;
|- 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;
|- 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;
|- 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}} [[Skills#Cooking|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;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
{{Stub|section=1|reason=Pyromaniac &amp;quot;beautiful fire&amp;quot; add to [[fire]], [[torch lamp]]s, [[campfire]] and any other sources of the buff (potentially: [[Brazier]], [[Darklight brazier]], [[Blood torch]], [[Darktorch]], [[Fungus darktorch]])}}&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{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 [[Rooms#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 [[Rooms#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, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Minimal]] 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;
| [[#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;
|- 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 [[Rooms#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;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Rooms#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 [[Rooms#Impressiveness|most 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;
|- 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]], [[smoke launcher]], [[EMP launcher]], [[molotov cocktail]], {{RoyaltyIcon}}plasmasword, {{BiotechIcon}}[[toxbomb launcher]], [[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], or [[incinerator]].&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]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{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;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{Good|+}} ''':''' 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;
|- 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;
|- 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;{{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;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br&amp;gt;&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;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Skills#Melee|Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Skills#Shooting|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 [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&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;
&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;
|- 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;
|- 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;
&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: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&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;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&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;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| {{Good|x50%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;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]] ends. Cannot be triggered by mental breaks caused by any reason other than mood e.g. [[psychic insanity lance]]s, psycasts {{RoyaltyIcon}}, genes {{BiotechIcon}}, [[Void terror]]{{AnomalyIcon}}, or even randomly induced mental breaks from other traits.&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;
| 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
So... are you new on this rimworld?...&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' 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;!--&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]], 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}} [[Social|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}} [[Social|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;
|- 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;
|- 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&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;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait or Industrious&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.&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;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} Pawn Beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| '''+80%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| '''+40%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| '''-50%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| '''-100%''' [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Skills#Medicine|Medicine skill]] {{+|4}}&amp;lt;br&amp;gt;&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;
|-&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&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.&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 [[Mental_break#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. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Ypedypufm65hvtqc&amp;topic_postId=ypgd44gx304frn7o&amp;topic_revId=ypgd44gx304frn7o&amp;action=single-view</id>
		<title>Topic:Ypedypufm65hvtqc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Ypedypufm65hvtqc&amp;topic_postId=ypgd44gx304frn7o&amp;topic_revId=ypgd44gx304frn7o&amp;action=single-view"/>
		<updated>2025-04-14T02:52:46Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Hautarche&quot; class=&quot;mw-userlink&quot; title=&quot;User:Hautarche&quot;&gt;&lt;bdi&gt;Hautarche&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Hautarche&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Hautarche&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Hautarche&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Hautarche&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Ypedypufm65hvtqc&amp;amp;topic_showPostId=ypgd44gx304frn7o#flow-post-ypgd44gx304frn7o&quot;&gt;commented&lt;/a&gt; on &quot;Trait miscellanies that accompanied formatting changes&quot; (&lt;em&gt;Info for trait mechanics section sourced from PawnGenerator.GenerateTraits, which is as the name indicates how pawns get their traits (as...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=160891</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=160891"/>
		<updated>2025-04-14T02:32:00Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Had to revert page - need to salvage positive changes from reverted changes without breaking existing detail}}&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. When a human is generated, its traits are assigned according to this process:&lt;br /&gt;
&lt;br /&gt;
* Traits are first assigned from the pawn's &amp;quot;pawn kind&amp;quot; (if any). ''For example, the titular mechanitor{{BiotechIcon}} of [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario always has the [[Recluse]] trait.''&lt;br /&gt;
* If generated by a quest that forces one or more traits, those trait(s) are then assigned. ''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 assigned, 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. [[Reproduction#Babies|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, the pawn gains random traits (weighting based on each trait's commonality) until their number of traits meets their trait limit. While it is theoretically possible for a randomly assigned trait to be 'nothing', it is almost impossible in practice since the random assignation must fail 500 times in a row for this to occur. 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 are given the Gay trait. Otherwise, they may have the Asexual, Bisexual, Gay, or no trait. The random choice is weighted by the sexuality trait's commonality, or in the case of 'no 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;
* Finally, the pawn's [[xenotype]]{{BiotechIcon}} (if any) is determined. Certain genes can [[Traits#Trait-affecting_genes|affect traits]], either adding or suppressing them.&lt;br /&gt;
&lt;br /&gt;
'''In brief, most pawns 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;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|growth moment]] (birthdays 7, 10, and 13).&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 gene in their germline (e.g. due to being a [[Yttakin]]), and then has the psychically deaf gene in their xenogenes... removal of the psychically deaf gene will remove the psychically deaf trait, but it will also not result in the restoration of the psychically dull 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: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{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;
|- 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;
|- 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;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{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 [[social|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;
|- 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;
|- 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;
|- 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}} [[Skills#Cooking|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;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
{{Stub|section=1|reason=Pyromaniac &amp;quot;beautiful fire&amp;quot; add to [[fire]], [[torch lamp]]s, [[campfire]] and any other sources of the buff (potentially: [[Brazier]], [[Darklight brazier]], [[Blood torch]], [[Darktorch]], [[Fungus darktorch]])}}&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{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 [[Rooms#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 [[Rooms#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, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Minimal]] 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;
| [[#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;
|- 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 [[Rooms#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;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Rooms#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 [[Rooms#Impressiveness|most 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;
|- 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]], [[smoke launcher]], [[EMP launcher]], [[molotov cocktail]], {{RoyaltyIcon}}plasmasword, {{BiotechIcon}}[[toxbomb launcher]], [[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], or [[incinerator]].&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]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{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;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{Good|+}} ''':''' 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;
|- 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;
|- 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;{{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;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br&amp;gt;&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;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Skills#Melee|Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Skills#Shooting|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 [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&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;
&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;
|- 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;
|- 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;
&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: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&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;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&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;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| {{Good|x50%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;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]] ends. Cannot be triggered by mental breaks caused by any reason other than mood e.g. [[psychic insanity lance]]s, psycasts {{RoyaltyIcon}}, genes {{BiotechIcon}}, [[Void terror]]{{AnomalyIcon}}, or even randomly induced mental breaks from other traits.&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;
| 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
So... are you new on this rimworld?...&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' 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;!--&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]], 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}} [[Social|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}} [[Social|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;
|- 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;
|- 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&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;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait or Industrious&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.&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;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} Pawn Beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| '''+80%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| '''+40%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| '''-50%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| '''-100%''' [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Skills#Medicine|Medicine skill]] {{+|4}}&amp;lt;br&amp;gt;&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;
|-&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&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.&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 [[Mental_break#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. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=160890</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=160890"/>
		<updated>2025-04-14T00:00:00Z</updated>

		<summary type="html">&lt;p&gt;Hautarche: Answered mechanics stub, and moved genes there since it specifically requests gene information and it seemed more awkward to have the genes table an entire page away from the gene mechanics. If there are any more mechanics questions, please write another stub.&lt;/p&gt;
&lt;hr /&gt;
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{{Rewrite|reason=Had to revert page - need to salvage positive changes from reverted changes without breaking existing detail}}&lt;br /&gt;
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[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Only humans have traits. When a human is generated, its traits are assigned according to this process:&lt;br /&gt;
&lt;br /&gt;
* Traits are first assigned from the pawn's &amp;quot;pawn kind&amp;quot; (if any). ''For example, the titular mechanitor{{BiotechIcon}} of [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario always has the [[Recluse]] trait.''&lt;br /&gt;
* If generated by a quest that forces one or more traits, those trait(s) are then assigned. ''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 assigned, 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. [[Reproduction#Babies|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, the pawn gains random traits until their number of traits meets their trait limit. While it is theoretically possible for a randomly assigned trait to be 'nothing', it is almost impossible in practice since the random assignation must fail 500 times in a row for this to occur. 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 are given the Gay trait. Otherwise, they may have the Asexual, Bisexual, Gay, or no trait. The random choice is weighted by the sexuality trait's commonality, or in the case of 'no 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;
* Finally, the pawn's [[xenotype]]{{BiotechIcon}} (if any) is determined. Certain genes can [[Traits#Trait-affecting_genes|affect traits]], either adding or suppressing them.&lt;br /&gt;
&lt;br /&gt;
'''In brief, most pawns 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;
{{BiotechIcon}} Children usually only have a number of traits no higher than the number of [[Children#Growth_moments|growth moments]] they have reached, and babies have none. Children can attain a new trait every time they reach a new [[Children#Growth_moments|growth moment]] (birthdays 7, 10, and 13).&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 gene in their germline (e.g. due to being a [[Yttakin]]), and then has the psychically deaf gene in their xenogenes... removal of the psychically deaf gene will remove the psychically deaf trait, but it will also not result in the restoration of the psychically dull trait and will not un-suppress the psychically hyper/sensitive trait.&lt;br /&gt;
&lt;br /&gt;
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{| {{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: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{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;
|- 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;
|- 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;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{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 [[social|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;
|- 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;
|- 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;
|- 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}} [[Skills#Cooking|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;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
{{Stub|section=1|reason=Pyromaniac &amp;quot;beautiful fire&amp;quot; add to [[fire]], [[torch lamp]]s, [[campfire]] and any other sources of the buff (potentially: [[Brazier]], [[Darklight brazier]], [[Blood torch]], [[Darktorch]], [[Fungus darktorch]])}}&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{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 [[Rooms#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 [[Rooms#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, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Minimal]] 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;
| [[#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;
|- 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 [[Rooms#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;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Rooms#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 [[Rooms#Impressiveness|most 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;
|- 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]], [[smoke launcher]], [[EMP launcher]], [[molotov cocktail]], {{RoyaltyIcon}}plasmasword, {{BiotechIcon}}[[toxbomb launcher]], [[flamebow]], {{AnomalyIcon}}[[hellcat rifle]], or [[incinerator]].&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]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{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;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{Good|+}} ''':''' 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;
|- 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;
|- 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;{{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;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br&amp;gt;&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;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Skills#Melee|Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Skills#Shooting|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 [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&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;
&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;
|- 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;
|- 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;
&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: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&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;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&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;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| {{Good|x50%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;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]] ends. Cannot be triggered by mental breaks caused by any reason other than mood e.g. [[psychic insanity lance]]s, psycasts {{RoyaltyIcon}}, genes {{BiotechIcon}}, [[Void terror]]{{AnomalyIcon}}, or even randomly induced mental breaks from other traits.&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;
| 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
So... are you new on this rimworld?...&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' 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;!--&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]], 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}} [[Social|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}} [[Social|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;
|- 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;
|- 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&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;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|-5}} opinion of all colonists without the same trait or Industrious&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.&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;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} Pawn Beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| '''+80%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| '''+40%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| '''-50%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| '''-100%''' [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Skills#Medicine|Medicine skill]] {{+|4}}&amp;lt;br&amp;gt;&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;
|-&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&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.&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 [[Mental_break#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. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Hautarche</name></author>
	</entry>
</feed>